Difference between revisions of "Races of War (3.5e Sourcebook)/Equipment"

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m (Cord Armor: partially mixing up the abilities -- the Use Rope in a grapple thing is already doable)
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:'''Tumble Ranks:''' Benefit
 
:'''Tumble Ranks:''' Benefit
:'''4:'''You may reroll a failed tumble check when you attempt to move your full speed or through an occupied space.
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:'''4:''' You may reroll a failed tumble check when you attempt to move your full speed or through an occupied space.
:'''8:'''You gain a +2 to grapple checks and Use Rope.
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:'''8:''' As an immediate action, you can replace your AC for one attack by the result of a Tumble check. You may use this ability after an attack has hit you, but before damage has been determined.
:'''13:'''You can use Use Rope to bind a character while in a grapple.
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:'''13:''' When tumbling through an occupied square, you can initiate a grapple with the occupant as a free action. If the grapple fails to initiate, you pass the occupant as you would normally.
:'''18:'''When tumbling through the space of an enemy, you can initiate a grapple as a free action. If the grapple fails to initiate, you pass the enemy as you would normally.
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:'''18:''' You may move up to your speed as a swift action.
  
 
==== Darkleaf Armor ====
 
==== Darkleaf Armor ====

Revision as of 00:11, 20 January 2010

Contents

Tools of the Trade

"A warrior is measured by his sword."

Weapons

"No. This is a knife."

The weapon system of D&D, in general, makes us feel pretty good. There are ample reasons to use weapons as diverse as a flail, a warhammer, and a morningstar. There are, however, some glaring problems that do need to be addressed. The most obvious of those is Weapon Size, which works very badly on every level. The 3rd edition rules were not good, and the 3.5 changes to them made them worse in every single way. So here's the big deal: Weapons don't have special size rules anymore. In 3rd edition a Shortsword was a small weapon, and in 3.5 it's supposed to be a Medium Light Weapon, but that's all stupid. The fact is, a Shortsword is a Tiny Object, and that's all we need to know.

Here's how weapon sizes ought to work:

  • You may not use a weapon that is a larger than yourself. A Large character can use a Large (or smaller) object as a weapon, but may not use a Huge (or larger) object as a weapon.
  • You may not use an object that is too heavy for you to lift as a light load as a weapon.
  • An object of your own size must be used in two hands.
  • An object of a size smaller than your size may be used in one hand or two hands.
  • An object that is at least two sizes smaller than yourself counts as a Light Weapon.

Bows

The bow is a very expensive proposition in the normal D&D rules. Especially for Orcs. That's really dumb. So here are the new rules:

Every bow has a strength minimum. And it doesn't cost any more if it has a Strength Minimum of 34 than it does if it has a Strength minimum of 6. In any case, your bow can't be used if your strength is less than the strength minimum of the bow. But, your bow does damage based on your actual strength – or 4 more than the strength minimum of the bow, whichever is less.

Now, certain groups are not going to have bows available with a strength bonus applicable to yourself. If you have a strength of 8, the Bugbears probably won't have any bows off the shelf to sell to you. If you have a strength of 18, the Kobolds won't have anything for you. If you're in an area that doesn't normally make bows for you, you're going to have to get a masterwork bow made for you – and that costs extra moneys.

Now, the range of a bow is based on its object size. A Medium object (the kind of bow you are most likely to use) has a range increment of 100 feet. Every size it is smaller than that decreases the range increment by 30 feet (yes, that means that Fine creatures don't even have bows, and we're OK with that). Every size that a bow is larger than medium increases the range increment by 30 feet. A composite bow has an extra 10 feet of range increment. A character may only use a composite bow or a bow that is smaller than herself while mounted. And yes, a bow is two handed even if it is an object two sizes smaller than yourself.

Ammunition

"The Black Arrow was forged by Thror the Dwarf, who was "King Under The (Lonely) Mountain", and ultimately was destroyed when Bard used it for target practice against a swallow, thereby dooming most of Middle Earth."

The ammunition rules are in need of adjustment. And that's not just because having a shuriken get destroyed permanently every time it hits is really dumb. It's almost balanced to have magic arrows cost about 1/50th of what a real magic weapon does and then explode when used like they were bullets or something. Almost. But it is also dumb, so we're putting our foot down.

Magic Arrows are supposed to be awesome. Some of them even have names. I cannot recall any story where an insipid adventurer went to War with 137 magic arrows and then called it a day when every one of them had been fired once. So here's the new rubric: the cost of enchanting a magical arrow is a mere 1/10th that of enchanting a weapon (move the decimal place over one place), and magical arrows are always recoverable. That's part of what makes them magic. Of course, just because it's recoverable, doesn't mean that you will actually recover it. If you shoot three arrows into a guy and then you run away, chances are good that he has your arrow.

Heck, even regular ammunition is way too fragile in D&D. Shuriken are fairly reusable even after you pull them out of the eye of a fallen foe. And we're fine with that. A good rule of thumb is that an item of ammunition is no longer usable if it inflicts more damage that it has hardness. And precision damage, such as Sneak Attack, Death Attack, and Sudden Strike, does not count. So yeah, Shuriken aren't going to break on impact with small children, happy birthday.

Naturally enough, there are still one-use arrows in the world. Alchemical arrows, such as fire arrows or poison arrows, are generally not as useful after they've been shot into an appropriate target. Those don't require magical forging however, and don't really count as magic weapons. One use ranged weapons should be marked as such (such as the vial of acid, hard to reuse that one).

Armor

The sad fact of the matter is that in the D&D rules, there are really only 3 kinds of armor most people ever care about: Chain Shirt, Breast Plate, Full Plate. That's not only dumb, it's also a shame, because the D&D world is potentially full of all kinds of crazy armor that is both awesome to look at and totally flavorful for all kinds of characters.

Armor Chart
Armor Type AC Max Dex Armor Check Penalty Armor Stealth Penalty Cost
Non-Armors
Camouflaged Clothing +0 +8 -0 -0 1 gp
Fancy Clothing +0 +6 -1 -2 30 gp
Functional Clothing +0 +8 -0 -0 1 gp
Magic Clothing +2 +9 -0 -0 8,000 gp
Light Armors
Brigandine +5 +3 -4 -3 125 gp
Chain Shirt +4 +5 -2 -4 100 gp
Cord Armor +2 +4 -1 -0 20 gp
Darkleaf Armor +4 +6 -1 -0 600 gp
Gray Armor +3 +8 -0 -0 800 gp
Leather Armor +2 +7 -1 -0 15 gp
Mithril Shirt +5 +6 -0 -0 1,000 gp
Padded Armor +1 +8 -0 -0 10 gp
Spiderweb Clothing +4 +6 -1 -1 300 gp
Still Suit +2 +5 -3 -2 350 gp
Studded Leather Armor +3 +6 -1 -1 25 gp
Wicker Armor +3 +7 -1 -6 15 gp
Winter Clothes +2 +4 -4 -4 30 gp
Medium Armors
Adamantine Breastplate +7 +3 -6 -2 5,000 gp
Animal Spirit Armor +4 +3 -3 -3 750 gp
Bone Armor +3 +4 -3 -5 450 gp
Breastplate +5 +4 -4 -2 200 gp
Chainmail +5 +3 -3 -5 150 gp
Chitin Carapace +5 +4 -3 -1 500 gp
Dragonscale Shirt +6 +5 -4 -2 1,400 gp
Elaborate Gown +1 +3 -5 -8 300 gp
Gith Armor +5 +4 -1 -5 900 gp
Hide Armor +3 +4 -4 -4 100 gp
Lamellar Armor +4 +4 -4 -4 190 gp
Lobster Mail +5 +2 -5 -3 350 gp
Mithril Suit +6 +5 -2 -1 5,000 gp
Rime Hauberk +5 +3 -5 -3 150 gp
Ringmail +4 +4 -2 -3 100 gp
Scale Mail +4 +3 -5 -2 120 gp
Heavy Armors
Adamantine Carapace +11 +2 -9 -4 9,000 gp
Coral Armor +5 +2 -3 -6 1,300 gp
Demon Armor +9 +5 -10 -3 10,000 gp
Elukian Clay Armor +6 +3 -4 -5 4,000 gp
Dragonscale Suit +9 +4 -5 -2 3,000 gp
Full Plate +8 +1 -6 -6 1,500 gp
Great Armor +7 +2 -7 -5 1,400 gp
Half Plate +7 +2 -5 -7 800 gp
Hoplite Armor +6 +1 -9 -5 500 gp
Mechanus Armor +12 +0 -8 -8 10,000 gp
Silk Steel Armor +7 +3 -4 -1 4,500 gp
Stone Plate +10 +0 -9 -11 1,750 gp
Sun Plate +9 +6 -10 -8 6,000 gp
Shields
Adamantine Shield +3 -0 -0 2000 gp
Buckler +1 -1 -0 15 gp
Dragonscale Shield +3 -1 -6 350 gp
Force Shield +3 -0 -0 1,800 gp
Mithril Shield +2 -1 - 1,020 gp
Steel Shield +2 -1 - 20 gp
Vine Shield +1 -1 - 45 gp
Wooden Shield +1 -1 - 15 gp
Great Shields
Bone Wall +3 -10 -2 150 gp
Crystal Shield +3 -3 -1 2,000 gp
Ice Aegis +5 -5 -3 1,600 gp
Kappa Shell +3 -12 -5 500 gp
Kite Shield +4 -5 -2 120 gp
Tower Shield +4 -10 -2 100 gp

Fantastic Armors

"I know it's stupid looking, but I get the best possible protection from having this duck sit on my head, so I'm going to let it do that."

People in Fantasy settings wear all kinds of crazy crap and call it protective gear. That's fine; we even encourage that sort of thing. What we don't encourage is people mixing and matching their metaphors. And yet, by having people keep track of separate materials and armor types – that's exactly what happens. We've all seen Lord of the Rings, we know what Mithril Armor is supposed to be like, and what it is not supposed to be like. And making your plate mail out of Mithril isn't what things are supposed to look like – you're supposed to get Mithril Chain. When was the last time anyone used Mithril Chain?

The fact is that materials naturally lend themselves to certain kinds of armor. Just as braided twigs are always going to make Wicker Armor and cured cow skin is always going to make Leather Armor, there's just a certain way that armoring yourself with Dragon Scales or Cloyster Shells is going to work. For the vast majority of materials, there is a known "right way" to wear it for protection and the only real choice is wearing more of it or less.

Non-Proficiency and Heavier Armor

Every armor, shield, or clothing has an Armor Check Penalty, though that penalty is sometimes -0. A Masterwork version has the magnitude of its Armor Check Penalty reduced by 1 (to a minimum of zero). If you are wearing armor or using a shield which you are not proficient in, the armor check penalty of that armor or shield is counted as 4 higher. If you are using an outfit with a total armor check penalty that is greater than your Base Attack Bonus, you can only move at 2/3 speed (rounded to the nearest 5-foot increment). If your outfit has an armor check penalty that is more than 4 more than your BAB, you can't run. If your outfit provides a total armor check penalty that is 10 or more than your BAB, you can only stagger around.

Just because you're proficient in heavy armor doesn't mean that you're familiar with every piece of heavy armor you encounter. Mechanus Armor is very protective, but chances are slim that a character has actually encountered this equipment before. In general, when a character runs into some new armor (as they will from time to time), they will continue to be non-proficient with it for about a day as they "break it in". So to make full use of your new Chitin Carapace, you'll need two things: Medium Armor Proficiency, and a day to practice with your new bug exoskeleton.

Armor Check Penalty, Arcane Spell Failure, Armor Stealth Penalty, and Max Dex Bonus

Armor you wear has an Armor Check Penalty, and armor you aren't proficient with has an Armor Check Penalty that is 4 points higher. Your Armor Check Penalty is applied to any Balance, Climb, Escape Artist, Jump, Sleight of Hand, or Tumble checks you make. Your Swim Checks are penalized by double your Armor Check Penalty. If you cast arcane spells in armor which has an armor check penalty, your spells with somatic components have a 5% chance of failing for every point of armor check penalty.

Armor you wear also has an Armor Stealth Penalty. This number is reduced by 1 for every two points your BAB exceeds the Armor Check Penalty of the Armor. The Modified Armor Stealth Penalty is applied as a penalty to any Hide and Move Silently checks you make.

Finally, Armor has a maximum Dexterity Bonus that you can take advantage of while wearing that armor. That is, if your armor has a max dex bonus of +4 and you have a +5 dexterity bonus, then you may only apply a +4 bonus towards your armor class while wearing that armor. Just like stealthiness, however, a more experienced warrior has an easier time defending himself in heavier armor. The Max Dex Bonus of an armor is increased by 1 for every two points your BAB exceeds the Armor Check Penalty of the armor.

Not Armors

Anything you wear is a form of armor, but anything sufficiently light as to not count even as Light Armor can be worn by characters who lack armor proficiency without suffering penalties.

Camouflaged Clothing

Clothes specifically made to blend into the surroundings, whether by making your outline blotchy and incomprehensible, or simply matching the drapes.

Hide Ranks: Benefit
4: Opponents do not get a +4 bonus for spotting you for knowing what to look for.
8: You may hide while being observed without taking a special action.
13: You gain a +2 circumstance bonus on Hide checks.
18: You gain concealment.

Fancy Clothing

It's expensive and it looks it.

Bluff Ranks: Benefit
4: You receive a +2 circumstance bonus to Diplomacy and Bluff in civilized settings.
8: You may make a Bluff check as a free action to convince a character that you belong wherever you happen to be.
13: You may demand shelter from peasants at any time. No Bluff check required.
18: Once per turn, you may Feint as a free action.

Functional Clothing

Sleight of Hand Ranks: Benefit
4: You receive a +2 circumstance bonus to Escape Artist and Sleight of Hand checks.
8: You may Force March for one day without being Fatigued.
13: You may retrieve stored items about your person as a free action.
18: You can carry 50% more stuff relative to your strength.

Magic Clothing

Your pants, your shirt, and your socks exude magic. Truth be told, it's mostly your pants.

Diplomacy Ranks: Benefit
4: You gain a +1 bonus on all Charisma-related checks.
8: You gain a +2 Deflection bonus to AC.
13: You gain a +3 bonus on all Charisma-related checks.
18: You gain a +5 Deflection bonus to AC.


Light Armors

Brigandine

A chain shirt on top of which has been layered some studded leather. It's like having chocolate and strawberry at the same time.

BAB: Benefit
'+1: You are encased in leather and steel and negate the first 5 points of nonlethal damage inflicted on you by any source.
+5: You gain DR 5/Piercing
+10: You can effectively disguise your armor as functional clothing. You gain a +5 bonus to Disguise checks to conceal your armor.
+15: Your Armor check Penalty is halved.

Chain Shirt

BAB: Benefit
+1: You are encased in steel and negate the first 5 points of nonlethal damage inflicted on you by any source.
+5: You gain DR 5/Piercing
+10: You receive a +2 bonus on any checks to resist grapple maneuvers.
+15: You take only half slashing damage from any source.

Cord Armor

A series of knots wrapped about your person protect you from incoming attacks.

Tumble Ranks: Benefit
4: You may reroll a failed tumble check when you attempt to move your full speed or through an occupied space.
8: As an immediate action, you can replace your AC for one attack by the result of a Tumble check. You may use this ability after an attack has hit you, but before damage has been determined.
13: When tumbling through an occupied square, you can initiate a grapple with the occupant as a free action. If the grapple fails to initiate, you pass the occupant as you would normally.
18: You may move up to your speed as a swift action.

Darkleaf Armor

Knowledge (Nature) Ranks: Benefit
4: You can change the way your armor smells to animals as a swift action. You gain a +2 bonus to handle animal, and you may use this ability to issue taught commands.
8: Your armor grows small roots into you, granting you fast healing 1.
13:You gain hide in plain sight, but only in natural surroundings.
18:You gain the Woodland Stride ability, as a Druid. If you already have this ability, your base land speed in natural terrain is increased by 5 feet.

Gray Armor

Hide Ranks: Benefit
4: The armor acts as though it's Glamered, but never looks like anything that isn't a dark color.
8: You may hide while being observed without taking a special action.
13: Once per turn, you may Feint as a free action.
18: You gain concealment.

Leather Armor

Tumble Ranks: Benefit
4:You are encased in leather and negate the first 2 points of bludgeoning damage you take.
8:You gain fire resistance 5.
13:As an immediate action, you can replace your AC for one attack with the result of a Tumble check.You may use this ability after an attack has hit you, but before damage has been determined.
18:When you are affected by a breath weapon or a fire ability(e.g. fire attack, [fire] spell) that allows a reflex save, you may do a tumble check instead. Also, you may leap through walls of fire using the Run action or while doing a long jump without taking damage.

Mithril Shirt

BAB: Benefit
+1: You are encased in Mithril and negate the first 5 points of extra damage inflicted on you by a critical hit or sneak attack.
+5: You gain DR 5/Piercing
+10:Your armor moves so easily that you can use the Tumble skill during a charge.
+15:You convert an amount of lethal physical damage that you take equal to your BAB into nonlethal damage.

Padded Armor

Tumble Ranks: Benefit
4: You may reroll a failed tumble check when you attempt to move your full speed or through an occupied space.
8: You can gain the benefits of 8 hours of sleep with 7 hours of sleep.
13:As an immediate action, you can replace your AC for one attack with the result of a Tumble check.
18:When you are affected by a fire attack, spell or other ability that allows a reflex save, you may do a tumble check instead. Also, you may leap through walls of fire using the Run action or while doing a long jump without taking damage.

Spiderweb Clothing

Made of magical spiderwebs by Drow weavers, this magical clothing bursts into flames when struck with direct sunlight.

Move Silently Ranks: Benefit
4: You gain a +2 bonus on climb and grapple checks.
8: You may pass through web and similar effects without impediment.
13: You are immune to natural poisons.
18: You gain concealment when in natural darkness even when observed with darkvision.

Still Suit

Survival Ranks: Benefit
4: You do not have to make checks to avoid Heat Exhaustion and Heat Stroke.
8: You have Fire Resistance 5.
13: You do not have to drink.
18: You are immune to Fire.

Studded Leather Armor

Tumble Ranks: Benefit
4: Your important bits are protected by metal chunks, allowing you to negate the first 3 points of extra damage inflicted on you by a critical hit or sneak attack.
8: You gain DR 5/piercing.
13: You gain Fire Resistance 5
18: As an immediate action, you can replace your AC for one attack with the result of a Tumble check.You may use this ability after an attack has hit you, but before damage has been determined.

Wicker Armor

Wicker Armor is made of tightly woven wood, reeds and/or liana. Its inflammability will cause the wearer to take half the base amount(up to five) extra fire damage whenever he is struck by fire.

Balance Ranks: Benefit
4: You gain a +2 bonus on climb and grapple checks.
8: You can feed from the earth - you need not eat or drink if you wear this armor for eight hours while being on natural terrain.
13: You can use Tree Shape at will.
18: You can Tree Stride at will.

Winter Clothing

Survival Ranks: Benefit
4: You do not have to make checks to avoid hypothermia or frostbite while in cold areas.
8: You have Cold Resistance 5.
13: You have Cold Resistance 10.
18: You are immune to Cold.

Medium Armors

Adamantine Breastplate

BAB: Benefit
+1: You gain Damage Reduction equal to your Base Attack Bonus, which is negated by Adamantine Weapons.
+5: You gain a +2 bonus on Bullrush checks.
+10: You do not provoke attacks of opportunity when charging.
+15: You gain 5 points of Energy Resistance to Electricity, Acid, and Sonic.

Animal Spirit Armor

Fashioned of the skin of an angry beast, this armor still carries its spirit and will lend you its strength.

Survival Ranks: Benefit
4: You inflict +2d6 damage while charging.
8: You gain scent.
13: You gain a natural weapon. This is used as a secondary natural weapon, even if you are otherwise unarmed.
18: You may Wildshape into an appropriate mighty beast.

Bone Armor

Knowledge (Religion) Ranks: Benefit
4: You gain Energy Resistance to Positive or Negative Energy equal to the Armor Bonus of the armor.
8: You are ignored by unintelligent undead as if you were undead.
13: Any undead creature you rebuke is controlled.
18: When you kill a living creature, you heal 10 hit points.

Breastplate

BAB: Benefit
+1: You are encased in steel and negate the first 5 points of non-lethal damage from any physical attack.
+5: You gain a +2 bonus to intimidate and diplomacy.
+10: Your Commander Rating is increases by 1.
+15: You convert an amount of lethal physical damage that you take equal to your BAB into nonlethal damage.

Chitin Carapace

Made out an Ankheg or something, it's amazingly light and makes you look like a crazy mantis man when you wear it.

Climb Ranks: Benefit
4: You are ignored by Vermin until you attack them and you cannot be detected by the scent ability of creatures with the [Bug] subtype.
8: You gain a Climb Speed equal to your land speed.
13: You are immune to non-magical poison.
18: You gain a Flight Speed equal to your land speed (perfect).

Dragonscale Shirt

BAB: Benefit
+1: Each shirt provides Energy Resistance to a specific Energy type as appropriate to the dragon whose scales formed the shirt. The ER is equal to the Armor Bonus the shirt provides.
+5: The Armor Check Penalty of this armor does not apply to Jump checks.
+10: You gain a +4 intimidate bonus against Dragons. And a similar bonus to your saving throws against Fear from Dragons.
+15: You gain Immunity to the appropriate energy type.

Elaborate Gown

It's a big frilly dress, or a bulky robe, or something else that's expensive and hard to move in.

Diplomacy Ranks: Benefit
4: You gain a +2 bonus to Intimidate and Perform checks.
8: You can hide weapons of a size up to your own inside your outfit with a normal Sleight of hand check.
13: You gain a +2 bonus to Escape Artist and Sleight of Hand checks.
18: You can cast sanctuary, at will, as a sorcerer of your level.

Gith Armor

The Gith have mastered the techniques of manipulating Astral Driftmetal and the chaotic stuff of Limbo to make a reasonably lightweight, yet oddly protective garment.

Concentration Ranks: Benefit
4: You gain a +2 bonus on Concentration checks.
8: You do not suffer any Arcane Spell Failure in this armor if you are proficient with it.
13: You are protected from the harmful effects of Limbo and the Astral Plane.
18: You may planeshift to the Astral Plane or Limbo as a standard action.

Hide Armor

You wear some other creature as a hat.

Survival Ranks: Benefit
4: You reek in those animal pants. But you reek like another creature, making you unlocatable by Scent.
8: The DC to Track you is increased by 4.
13: You gain DR 5/Piercing
18: You do not suffer a penalty to your Disguise to emulate other creatures.

Lamellar Armor

BAB: Benefit
+1: You are encased in laquered wood and steel and negate the first 5 points of non-lethal damage from any physical attack.
+5: You gain DR 5/Slashing.
+10: You gain a +2 bonus to Bull Rush or Overrrun an opponent.
+15: You do not take falling damage.

Lobster Mail

A living carapace of a deep aquatic design. The engineering style is reminiscent of that of Kwalish, but much sleeker and individualized.

Swim Ranks: Benefit
4: You can breathe under water.
8: The Armor Check Penalty of this Armor is reduced to zero under water.
13: Each empty hand may be used as a Natural Weapon (Pincher). At Medium size, it does 1d6 damage.
18: You may walk on water, beginning or ending the effect as a free action (or immediate action). You can also control water as a standard action. Your ability to use control water refreshes when the last control water effect ends for whatever reason.

Mithril Suit

A full body covering of light metal. Very shiny, and nearly skin tight, the mithril suit is surprisingly protective.

BAB: Benefit
+1: You are encased in Mithril and negate the first 5 points of extra damage inflicted on you by a critical hit or sneak attack.
+5: You gain DR 5/Piercing
+10:Your armor moves so easily that you can use the Tumble skill during a charge.
+15:You convert an amount of lethal physical damage that you take equal to your BAB into nonlethal damage.

Rime Hauberk

BAB: Benefit
+1: You gain Energy Resistance to Cold equal to the Armor Bonus of the Armor.
+5: You may produce a pall of frost as a Swift Action that inflicts 1d6 of Cold Damage per round on all creatures within 10 feet of where you were standing, and which lasts 3 rounds.
+10: You gain Immunity to Cold.
+15: Your pall of frost causes 1d6 of damage for every 2 points of Base Attack Bonus you have.

Ringmail

BAB: Benefit
+1: You are encased in steel and negate the first 5 points of non-lethal damage from any physical attack.
+5: You gain DR 5/Piercing.
+10: You gain a +2 bonus on Disarm checks.
+15: You gain a +4 AC bonus against bludgeoning ranged weapons.

Scale Mail

Intimidate Ranks: Benefit
4: You are encased in steel and negate the first 5 points of non-lethal damage from any physical attack.
8: You gain DR 5/Piercing.
13: You reduce the damage from Falling and Constriction damage by 10 points.
18: You can make an Intimidate check as a Swift action.

Heavy Armors

Adamantine Carapace

BAB: Benefit
+1: You gain Damage Reduction equal to your Base Attack Bonus, which is negated by Adamantine Weapons.
+5: You gain a +2 bonus on Bullrush checks.
+10: You do not provoke attacks of opportunity when charging.
+15: You gain 5 points of Energy Resistance to Electricity, Acid, and Sonic.

Coral Armor

Made of living Coral, this armor is as dangerous to your opponents as it is protective. All Coral Armor counts as having been made with Armor Spikes (a weapon three sizes smaller than the Armor).

BAB: Benefit
+1: The Armor Check Penalty of Coral Armor does not get applied against your Swimming checks. You gain a Swim Speed equal to your land speed.
+5: Enemies you damage with the Coral spikes are poisoned (DC 10 + ½ your Level + Con Bonus), initial and secondary damage of 1d3 Dex.
+10: You gain a +5 bonus to Hide checks under water.
+15: You gain DR 5/Bludgeoning

Demon Armor

Crafted from a live Demon, the Demon Armor must be constantly put in its place or it will think itself the master of the Warrior who wears it.

Intimidate Ranks: Benefit
4: All of your attacks are Evil-aligned.
8: You can see souls, allowing you to see all living and undead creatures within 120' of you, regardless of current illumination or intervening objects.
13: Every time you kill a living creature, you heal 10 hit points.
18: Outsiders with a CR more than 8 less than your level cannot approach within 30 feet of you unless you allow it.

Elukian Clay Armor

Made of a strange clay from the Elemental Plane of Water, this heavy suit takes to water like a puppy to a well.

Swim Ranks: Benefit
4: The Armor Check Penalty of Elukian Clay does not get applied against your Swimming checks. You gain a Swim Speed equal to your land speed.
8: The Armor Check Penalty of Elukian Clay is reduced to zero while you are completely submerged in water.
13: You breathe water as easily as air.
18: As a standard action, you may planeshift to the Elemental Plane of Water.

Dragonscale Suit

BAB: Benefit
+1: Each suit provides Energy Resistance to a specific Energy type as appropriate to the dragon whose scales formed the suit. The ER is equal to the Armor Bonus the suit provides.
+5: The Armor Check Penalty of this armor does not apply to Jump checks.
+10: You gain a +4 intimidate bonus against Dragons. And a similar bonus to your saving throws against Fear from Dragons.
+15: You gain Immunity to the appropriate energy type.

Full Plate

BAB: Benefit
+1: You are encased in steel and negate the first 5 points of non-lethal damage from any physical attack.
+5: You gain DR 5/Critical Hits
+10: You negate the first three points of energy damage from any source.
+15: Your DR improves to DR 10/Critical Hits

Great Armor

BAB: Benefit
+1: You are encased in steel and negate the first 5 points of non-lethal damage from any physical attack.
+5: You gain DR 5/Slashing
+10: You gain a +3 bonus on Intimidate checks.
+15: You are immune to fear.

Half Plate

A mixture of rigid plates and flexible chain, Half Plate combines protection with flexibility. It is very noisy, however.

BAB: Benefit
+1: You are encased in steel and negate the first 5 points of non-lethal damage from any physical attack.
+5: You gain DR 5/Critical Hits
+10: You gain a +2 bonus on Grapple checks.
+15: You may make an Escape Artist check as a Swift Action.

Hoplite Armor

Oldschool armor made of bronze and layered on in thick sheets all over the vitals.

BAB: Benefit
+1: You are encased in bronze and negate the first 5 points of non-lethal damage from any physical attack.
+5: Your attacks aids allies five foot to your left and right by providing a +1 to hit for every attack you made.
+10: When wielding a shield, you may add the shield bonus to the shield bonus of the character on your shield-arm's side.
+15: You are immune to fear.

Mechanus Armor

A powerful collection of gears and chains that offers the finest protection that the Clockwork Nirvana can devise. Sometimes, a small jet of steam or oil will be ejected for no particular reason.

Knowledge (Engineering) Ranks: Benefit
4: You gain a +2 bonus to Strength.
8: You are not staggered or unconscious when reduced to zero or less hit points. You still die at -10 hit points, though it is not unknown for the armor to continue fighting for some time after that.
13: You gain DR equal to the Armor Bonus of the armor, which is negated by adamantine weaponry.
18: Your size increases one level, and receive all relevant bonuses and penalties.

Silk Steel Armor

Made of an ancient bugbear technique, overlapping plates of steel are held apart by layers of silk and the entire carapace slides virtually without sound. While bulky, this black armor is remarkably stealthy.

Move Silently Ranks: Benefit
4: You gain a +2 Synergy bonus to Hide checks.
8: You negate 10 points of penalty to Move Silently for moving quickly (so running or fighting suffers only a -10 penalty, moving at normal speed is at no penalty).
13: You negate the first 10 points of Falling damage any time you fall (this does not negate damage caused by something you fall on, such as poison spikes or lava).
18: Once per round, you may attempt to hide while being observed.

Stone Plate

Grown or carved from solid stone, this Dwarven armor is amazingly hard to move in, but the protection is amazing.

BAB: Benefit
+1: You are encased in stone and negate the first 5 points of non-lethal damage from any physical attack.
+5:
+10: You are regarded as a great hero of the Dwarves. Unless you do something hostile, Dwarves will treat you as Friendly. You also have the [Earth] subtype.
+15: You move through earth and stone as easily as walking upon. You earthglide as an earth elemental creature.

Sun Plate

Glorious golden armor forged from Hope and filled with Goodness.

Sense Motive Ranks: Benefit
4: You radiate light like a daylight effect. Undead creatures and Evil Outsiders within this area suffer 1d6 of Light damage each round.
8: Successful Turn checks destroy enemy Undead and Outsiders.
13: You may sprout wings, granting you a Flight Speed of 90' (Good).
18: Once per day, the armor will cast a heal spell on you with a Caster level of 11. This is a contingent effect and goes off when you need it to.

Shields

Adamantine Shield

A target shield constructed of pure Adamantine, it is nearly indestructible and can be placed between your important bits and deadly weapons.

BAB: Benefit
+1: You can use your shield as a point of leverage, gaining a +2 bonus on Bullrush attempts.
+5: Your shield may act as a wedge, providing a +2 bonus on Disarm attempts.
+10: You can add your Shield bonus to the DC to grapple you.
+15: You can throw your shield, performing any special combat maneuver with a range increment twice your natural reach.

Buckler

A small shield strapped to the wrist or forearm used for parrying. It provides no bonuses while you are denied your Dexterity bonus to AC.

Balance Ranks: Benefit
4: You may use a weapon with the hand using the Buckler, but doing so causes you to suffer a -1 penalty to attack rolls using this hand (including two handed weapons).
8: You gain a +2 bonus to Sleight of Hand or Bluff checks to draw a weapon or feint in combat.
13: You no longer suffer a penalty to attack rolls when using a weapon in your buckler hand.
18: Your shield bonus works against touch attacks.

Dragonscale Shield

BAB: Benefit
+1: Each shield provides Energy Resistance to a specific Energy type as appropriate to the dragon whose scales formed the shield. The ER is equal to the Shield Bonus the shield provides.
+5: The Shield bonus of the shield adds to your Reflex saves against Supernatural Abilities.
+10: You gain a +4 intimidate bonus against Dragons. And a similar bonus to your saving throws against Fear from Dragons.
+15: You gain Evasion.

Force Shield

A clear shield made out of pure Force. It cannot be sundered by anything less than a completely arbitrary effect like a Sphere of Annihilation.

Spot Ranks: Benefit
4: A Force Shield's shield bonus applies against Incorporeal attacks.
8: You gain a +2 Cover bonus to Armor Class from your shield at any time that you are not denied your Dexterity bonus to AC.
13: You gain Energy Resistance against Force Damage equal to the Shield Bonus the shield provides.
18: You can claim ½ Cover from your shield at any time that you are not denied your Dexterity bonus to AC. We assume that you'll do that most of the time.

Mithril Shield

It's as strong as titanium and as light as titanium. Who are we fooling? This is a great shield.

Sleight of Hand Ranks: Benefit
4: You can use your shield as a point of leverage, gaining a +2 bonus on Bullrush attempts.
8: Your shield may act as a wedge, providing a +2 bonus on Disarm attempts.
13: You can add your Shield bonus to the DC to grapple you.
18: You can throw your shield, performing any special combat maneuver with a range increment twice your natural reach.

Steel Shield

It can be round or square or shaped like something in particular. It's not important, the key is that it's between you and sharp objects and it's made out of steel.

BAB: Benefit
+1: You can use your shield as a point of leverage, gaining a +2 bonus on Bullrush attempts.
+5: Your shield may act as a wedge, providing a +2 bonus on Disarm attempts.
+10: You can add your Shield bonus to the DC to grapple you.
+15: You can throw your shield, performing any special combat maneuver with a range increment twice your natural reach.

Vine Shield

A writhing mass of vines extends from your arm and at your direction – protects you.

Knowledge (Nature) Ranks: Benefit
4: Your shield is a tripping weapon.
8: Opponents missing you in melee provoke an attack of opportunity from you, but you may only take this attack as a Trip or Grapple attempt.
13: You gain a +2 bonus on Trip and Grapple attempts.
18: You have the Edge on any opponent you attack who has a Dexterity less than your Ranks in Knowledge (Nature).

Wooden Shield

Made of wood and held together with bands of steel or strips of leather, a wooden shield makes up in shock absorbance what it loses in resilience.

BAB: Benefit
+1: You can use your shield as a point of leverage, gaining a +2 bonus on Bullrush attempts.
+5: Your shield may act as a wedge, providing a +2 bonus on Disarm attempts.
+10: You can add your Shield bonus to the DC to grapple you.
+15: You can throw your shield, performing any special combat maneuver with a range increment twice your natural reach.


Great Shields

Bone Wall

A seemingly random assortment of bones collected into a large shield.

Knowledge (Religion) Ranks: Benefit
4: You gain a bonus to your Saving throws against death effects equal to the Shield Bonus of this shield.
8: You may cast Necromancy spells without somatic components.
13: You gain Positive Energy Resistance equal to the shield bonus of this shield.
18: This shield provides bonuses to your AC against Incorporeal Touch Attacks.

Crystal Shield

A shield crafted out of a single solid crystal. It's transparent, but the refraction of the crystal can make things appear differently on the face of the shield than they are.

Spot Ranks: Benefit
4: You gain a +2 bonus to any saving throw vs. a spell-like ability.
8: The DC of any spell-like ability you use while using this shield is increased by 1.
13: You may Feint once per round as a free action.
18: You gain Immunity to Gaze Attacks.

Ice Aegis

A magically inscribed block of ice shaped into a massive shield.

BAB: Benefit
+1: You gain Fire and Cold Resistance equal to the Shield bonus of this Shield.
+5: If the ambient temperature is cold, the shield bonus of this shield is increased by 1.
+10: You gain Immunity to Cold.
+15: You gain Immunity to Fire.

Kappa Shell

Fitting on the back of a character like the Kappa's Shell it is named after, the Kappa Shell provides decent protection for units moving across a dangerous battlefield.

BAB: Benefit
+1: You may use both your hands while using this shield, but your attacks suffer a -2 penalty.
+5: You may catch one ranged attack per turn on your shield automatically (the attack misses, whether it was an arrow or a magical ray).
+10: You cannot be Flanked, except by a Rogue with 4 more levels than you have BAB.
+15: You do not suffer a penalty to attack rolls when using both hands.

Kite Shield

Shaped metal shields fit easily over a rider and his steed, allowing good protection for mounted troops.

Ride Ranks: Benefit
4: Your Mount gains the same shield bonus to AC that you gain from this shield.
8: Your Mount gains Evasion.
13: You may catch one ranged attack per turn on your shield automatically (the attack misses, whether it was an arrow or a magical ray).
18: Your Mount gains Improved Evasion.

Tower Shield

Giant pieces of wood or metal, tower shields offer tremendous protection, but cannot be effectively used while mounted.

BAB: Benefit
+1: You may claim ½ Cover at any time, but your own attacks suffer a -2 penalty.
+5: You may catch one ranged attack per turn on your shield automatically (the attack misses, whether it was an arrow or a magical ray).
+10: You may negate one bite attack per turn from a creature that is at least 2 sizes larger than yourself.
+15: If you claim cover from your shield, you suffer no penalties to your attack rolls. So you're pretty much going to have cover all the time.



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