Tome Armor (3.5e Variant Rule)
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Tome Armor
Why a revision? |
While revising and finishing the Tome armors, we should take a look at the armor rules presented in Races of War. In general I have to say I think they are better than the rules in the PHB, however there are a couple of things that I think should be done away with.
ACP seems fine. The breakpoints of "higher than BaB, 4 more, 10 more" are pretty easy to remember and with all the BAB keyed stuff in Tome it's something you should already be aware of. Plus it lets high level warriors run in plate armor, which is a bit of a boost for heavy armor wearers. We will quantify that "stagger around" equates to only getting a move action each turn until the armor is removed, for completeness. Similarly, ACP covering for spell failure seems fine. It avoids the need for a separate stat, and it can more simply be rendered as "Roll a d20, if you get equal to or less than the ACP number your spell fails." ASP is a problem however. ASP just doesn't come up enough to make it worth having another stat, so I have just folded it back into ACP. A particularly stealthy or noisy armor can just be given an ability to represent this if needed. Finally, increasing the Max Dex of armor based on your BaB is a nice idea, but is far too complicated in practice. Having to compare your BaB to the ACP, then increase the Max Dex, just to find out whether the armor you are looking at is better for you than your current armor is about three steps too much math for a leisure activity. Plus it leads to oddities like the Races of War Dragonscale armor actually having a higher Max Dex than Sun Armor at level 10, despite it looking the other way round from the stats. What's more, characters' AC is increasing regardless due to scaling enhancement bonuses and deflection bonuses. I have thus removed this rule, as higher grade Tome armors generally have higher Max Dex scores and AC's than the normal armor presented in the PHB anyway. |
Authors note: These rules are meant to replace and update the rules originally created in Races of War. This section has been formatted to simply drop in as a replacement, and makes use of some of that content. A number of these armors and abilities were taken from the original Tomes, as well as Josh's Tome armor revision, so kudos and thanks to Josh, Frank and anyone else who contributed to these for making their work open source. - Red Rob
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.
Armor Check Penalty
Every armor, shield, or clothing has an Armor Check Penalty, though that penalty is sometimes -0. 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.
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 1/2 speed. 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 take a single move action each around while you stagger about.
Masterwork Armor
A Masterwork version has the magnitude of its Armor Check Penalty reduced by 1 (to a minimum of zero). Some fantastic armors are automatically masterwork.
Great Shields
The ACP of Great Shields is counted as double for the purpose of using skills. In addition, any attacks made whilst using a Great Shield have a -2 penalty to hit.
Armor and Non-Proficiency
Non-proficiency does not prevent you from benefiting from armor defensively. It is more cumbersome, however. 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.
Similarly, 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 treated as 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.
Not Armors
Anything you wear is a form of armor, but anything sufficiently light as to not count even as Light Armor requires no proficiency to utilize. It can be worn by characters who lack armor proficiency without suffering penalties.
Magic Armors
Tome Armor is meant to tie in with the rules in Tome Magic Items. A number of the armors listed here are explicitly lesser, moderate, or greater magic items. Tome Magic Items also lists a number of possible enhancements for otherwise non-magical armors.
Armors
Mundane Nonarmors | Armor Bonus | Max Dex | ACP | Price | Weight |
---|---|---|---|---|---|
Camouflaged Clothing | 0 | - | 0 | 1 gp | 5 lbs |
Functional Clothing | 0 | - | 0 | 1 gp | 5 lbs |
Thief's Clothing | 0 | - | 0 | 1 gp | 5 lbs |
Traveler's Cloak | 0 | - | 0 | 1 gp | 5 lbs |
Fancy Clothing | 0 | +6 | -1 | 30 gp | 5 lbs |
Magic Nonarmors | Armor Bonus | Max Dex | ACP | Price | Weight |
Magic Clothes (L) | +2 | - | 0 | 8,000 gp | 5 lbs |
Kenpo Gi (M) | 0 | - | 0 | 16,000 gp | 5 lbs |
Robe of Many Colors (M) | 0 | +6 | 0 | 16,000 gp | 10 lbs |
Robe of Eyes (G) | 0 | +6 | 0 | 30,000 gp | 10 lbs |
Robe of the Archmagi (G) | +5 | +6 | 0 | 50,000 gp | 10 lbs |
Mundane Light Armors | Armor Bonus | Max Dex | ACP | Price | Weight |
Cord Armor | +2 | - | 0 | 20 gp | 10 lb |
Winter Clothes | +2 | +4 | -4 | 30 gp | 25 lb |
Leather Armor | +2 | +7 | 0 | 45 gp | 10 lb |
Still Suit | +2 | +5 | -3 | 50 gp | 25 lb |
Wicker Armor | +3 | +7 | -1 | 55 gp | 10 lb |
Studded Leather | +3 | +6 | -1 | 65 gp | 15 lb |
Chain Shirt | +4 | +5 | -2 | 100 gp | 25 lb |
Brigandine | +4 | +6 | -2 | 110 gp | 25 lb |
Gray Armor | +4 | - | 0 | 1,000 gp | 15 lb |
Ironskin Leather* | +5 | +5 | -2 | 3,300 gp | 15 lb |
Mithril Shirt* | +5 | +6 | -1 | 4,000 gp | 15 lb |
Magic Light Armors | Armor Bonus | Max Dex | ACP | Price | Weight |
Spiderweb Clothing* (L) | +5 | +6 | -1 | 3,300 gp | 5 lb |
Darkleaf Armor* (L) | +4 | +6 | -1 | 4,600 gp | 15 lb |
Mysterious Membrane* (M) | +4 | +7 | -1 | 16,000 gp | 10 lb |
Naga Hide* (M) | +4 | +6 | -2 | 16,000 gp | 10 lb |
Thought Armor* (G) | +5 | +6 | -2 | 40,000 gp | 10 lb |
Unreal Armor* (G) | +5 | +6 | -2 | 50,000 gp | 15 lb |
Mundane Medium Armors | Armor Bonus | Max Dex | ACP | Price | Weight |
Hide Armor | +3 | +4 | -4 | 15 gp | 25 lb |
Scale Mail | +4 | +3 | -5 | 50 gp | 35 lb |
Ringmail | +4 | +6 | -2 | 75 gp | 30 lb |
Chainmail | +5 | +3 | -3 | 150 gp | 40 lb |
Lamellar Armor | +5 | +4 | -4 | 190 gp | 40 lb |
Elaborate Gown | +1 | +3 | -5 | 300 gp | 15 lb |
Lobster Mail | +5 | +2 | -5 | 350 gp | 40 lb |
Breastplate | +6 | +2 | -4 | 450 gp | 40 lb |
Chitin Carapace | +6 | +4 | -3 | 500 gp | 30 lb |
Gith Armor | +5 | +4 | -2 | 900 gp | 25 lb |
Animal Spirit Armor | +4 | +3 | -3 | 1,000 gp | 30 lb |
Dragonscale Shirt* | +7 | +5 | -4 | 3,400 gp | 30 lb |
Mithril Suit* | +7 | +5 | -2 | 5,000 gp | 25 lb |
Adamantine Breastplate* | +8 | +3 | -6 | 5,000 gp | 60 lb |
Magic Medium Armors | Armor Bonus | Max Dex | ACP | Price | Weight |
Bone Armor* (L) | +4 | +4 | -3 | 5,450 gp | 30 lb |
Dryad Bark Suit* (L) | +6 | +5 | -3 | 5,500 gp | 25 lb |
Trollhide* (M) | +6 | +4 | -4 | 16,000 gp | 25 lb |
Living Breastplate* (M) | +7 | +5 | -3 | 16,000 gp | 35 lb |
Rime Hauberk* (M) | +7 | +3 | -5 | 16,000 gp | 40 lb |
Juggernaut Armor* (G) | +8 | +4 | -4 | 40,000 gp | 50 lb |
Tempest Armor* (G) | +7 | +5 | -3 | 45,000 gp | 40 lb |
Mundane Heavy Armors | Armor Bonus | Max Dex | ACP | Price | Weight |
Hoplite Armor | +6 | +1 | -9 | 250 gp | 60 lb |
Half Plate | +7 | +2 | -5 | 800 gp | 45 lb |
Coral Armor | +6 | +2 | -3 | 850 gp | 40 lb |
Great Armor | +7 | +2 | -7 | 1,000 gp | 50 lb |
Full Plate | +8 | +1 | -6 | 1,100 gp | 50 lb |
Silk Steel Armor* | +7 | +3 | -4 | 3,400 gp | 50 lb |
Dragonscale Suit* | +9 | +4 | -5 | 5,500 gp | 40 lb |
Adamantine Carapace* | +11 | +2 | -9 | 9,000 gp | 75 lb |
Magic Heavy Armors | Armor Bonus | Max Dex | ACP | Price | Weight |
Elukian Clay Armor* (L) | +6 | +3 | -4 | 6,000 gp | 50 lb |
Stone Plate* (L) | +10 | +0 | -9 | 6,750 gp | 75 lb |
Demon Armor* (M) | +9 | +5 | -10 | 16,660 gp | 50 lb |
Sun Plate* (M) | +9 | +6 | -10 | 20,000 gp | 40 lb |
Mechanus Armor* (G) | +12 | +0 | -8 | 40,000 gp | 75 lb |
Force Plate* (G) | +11 | +3 | -6 | 50,000 gp | 60 lb |
* This armor is already masterwork and cannot be further improved. |
Shields
Mundane Shields | Shield Bonus | ACP | Price | Weight |
---|---|---|---|---|
Buckler | +1 | -1 | 15 gp | 5 lb |
Wooden Shield | +1 | 0 | 15 gp | 5 lb |
Steel Shield | +2 | -1 | 50 gp | 10 lb |
Dragonscale Shield* | +3 | -1 | 950 gp | 15 lb |
Mithril Shield* | +2 | 0 | 1,020 gp | 5 lb |
Adamantine Shield* | +3 | -1 | 2,000 gp | 25 lb |
Magic Shields | Shield Bonus | ACP | Price | Weight |
Vine Shield* (L) | +1 | -1 | 4,045 gp | 10 lb |
Force Shield* (L) | +3 | 0 | 4,800 gp | 10 lb |
Mundane Great Shields | Shield Bonus | ACP | Price | Weight |
Tower Shield | +4 | -5 | 100 gp | 45 lb |
Kite Shield | +4 | -5 | 120 gp | 35 lb |
Bone Wall | +3 | -4 | 150 gp | 30 lb |
Kappa Shell | +3 | -6 | 500 gp | 30 lb |
Magic Great Shields | Shield Bonus | ACP | Price | Weight |
Ice Aegis* (L) | +5 | -4 | 4,600 gp | 40 lb |
Crystal Shield* (L) | +3 | -3 | 5,000 gp | 40 lb |
* This armor is already masterwork and cannot be further improved. |
Armor Descriptions
Not Armors
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Camouflaged Clothing | +0 | - | 0 | 1 gp |
Clothes specifically made to blend into the surroundings, whether by making your outline blotchy and incomprehensible, or simply matching the drapes.
Camouflaged Clothing provides a +3 circumstance bonus to Hide checks.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Fancy Clothing | +0 | +6 | -1 | 30 gp |
It's expensive and it looks it.
Fancy Clothing provides a +3 circumstance bonus to Bluff and Diplomacy checks in civilized settings.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Functional Clothing | +0 | - | 0 | 1 gp |
Your outfit is covered in pockets and has many supporting straps designed to distribute weight.
Retrieving or storing items is a free action for you. Items small enough to fit in your pocket only count half their weight towards your weight allowance.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Kenpo Gi | +0 | - | 0 | 16,000 gp |
A loose fitting robe worn by many old masters, it has absorbed some of their fighting skills.
You gain a natural Slam attack as a first level monk. If you already have a Slam attack you may instead use it as a ranged attack on targets up to Short Range.
Scaling Bonus: Kenpo Gi has a +1/3 levels enhancement bonus to AC.
Magic Ability: Whilst you have a Fighting Style active or a Jutsu point assigned you gain Evasion.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Magic Clothing | +2 | - | 0 | 8,000 gp |
Your pants, your shirt, and your socks exude magic. Truth be told, it's mostly your pants.
Magic Clothing provides a +2 circumstance bonus to Charisma based checks.
Scaling Bonus: Magic Clothing has a +1/3 levels enhancement bonus to AC.
Magic Ability: Magic Clothing provides a +1/3 levels deflection bonus to AC.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Robe of the Archmagi | +5 | +6 | 0 | 50,000 gp |
Power radiates from these magical robes, enhancing and reinforcing the owner’s magical potential.
A Robe of the Archmagi provides Spell Resistance equal to 10 plus your Character level.
Scaling Bonus: A Robe of the Archmagi provides a +1/3 levels enhancement bonus to all saving throws.
Magic Ability: A Robe of the Archmagi provides a +1/3 levels bonus to caster level for the purpose of dispelling, overcoming dispels and piercing Spell Resistance.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Robe of Many Colors | +0 | +6 | 0 | 16,000 gp |
These majestic multicolored robes cause the wearers outline to shift and change, blurring into a rainbow haze.
A Robe of Many Colors provides a 20% miss chance against any attack targeting your AC.
Scaling Bonus: A Robe of many Colors provides a +1/3 levels enhancement bonus to your Charisma.
Magic Ability: Once per day as a standard action you may release the colors of the robe. This creates an effect identical to a rainbow pattern spell, with a caster level equal to your caster level.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Robe of Eyes | 0 | +6 | 0 | 30,000 gp |
These robes are covered with magical eyes through which you can see. Whilst this takes some time to get used to, it provides unparalleled all-round vision.
Whilst wearing a Robe of Eyes you cannot be flanked.
Scaling Bonus: A Robe of Eyes provides a +5 enhancement bonus to Spot and Search checks.
Magic Ability: Whilst wearing a Robe of Eyes you gain the benefits of a true seeing spell, with a caster level equal to your caster level.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Thief's Clothing | +0 | - | 0 | 1 gp |
A voluminous cloak to hide your movements over dark clothing with many hidden pockets.
Thieves Clothing provides a +3 circumstance bonus to Sleight of Hand checks.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Traveler's Cloak | +0 | - | 0 | 1 gp |
A weather-beaten cloak keeps out the wind, whilst a wide brimmed hat protects against beating sun and driving rain alike.
A Traveler's Cloak provides a +3 bonus to Fortitude checks due to environmental effects.
Light Armors
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Brigandine | +4 | +6 | -2 | 110 gp |
A sleeveless leather shirt with small steel plates riveted to the fabric. Like a medieval flak jacket, these plates protect your organs from stabbing weapons.
Brigandine prevents an amount of Piercing damage per attack equal to your BAB.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Chain Shirt | +4 | +5 | -2 | 100 gp |
Interwoven links of the finest steel cover your torso.
A Chain shirt prevents an amount of Slashing damage per attack equal to your BAB.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Cord Armor | +2 | - | 0 | 20 gp |
A series of knots wrapped about your person protect you from incoming attacks.
As an Immediate Action, you can replace the AC for one attack made against you with the result of a tumble check. You may use this ability after an attack has hit you, but not after damage has been rolled.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Darkleaf Armor | +4 | +6 | -1 | 4,600 gp |
This armor, grown rather than made, consists of hundreds of leaves that are as hard as iron.
Darkleaf armor provides Concealment when in natural woodland or forested areas.
Scaling Bonus: Darkleaf Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: You gain the Woodland Stride and Trackless Step abilities as if you were a Druid. If you already have these class features, you may instead spontaneously cast any spells from the Plant domain you know while this armor is worn.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Gray Armor | +4 | - | 0 | 1,000 gp |
Made from slaadskin, gray armor shifts to anticipate attacks with the power of Limbo.
You always act in the surprise round of any combat.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Ironskin Leather | +5 | +5 | -2 | 3,300 gp |
The skin of creatures resistant to nonmagical weapons must be cut using enchanted tools, however the resulting armor is both light and hard as steel.
You gain DR equal to your BaB/Magic and Piercing.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Leather Armor | +2 | +7 | 0 | 45 gp |
Made from cured cowhide, it's cheap, but does its job.
You gain fire resistance 5. This fire resistance does not protect against environmental effects.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Mithril Shirt | +5 | +6 | -1 | 4,000 gp |
The links that make up this chain shirt are woven much tighter and made of mithril.
You gain DR equal to your BaB/Bludgeoning.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Mysterious Membrane | +4 | +7 | -1 | 16,000 gp |
This suit of armor is created by skinning and tanning the hide of a naturally invisible creature.
You may become Invisible at will as a standard action.
Scaling Bonus: A Mysterious Membrane has a +1/3 levels enhancement bonus to AC.
Magic Ability: Whilst Invisible you can see invisible creatures as per the spell see invisibility.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Naga Hide | +4 | +6 | -2 | 16,000 gp |
Often mistaken for snakeskin, this soft supple hide suit imparts some of its previous owner’s powers of persuasion.
You gain +4 to saves against mind-affecting effects.
Scaling Bonus: Naga Hide has a +1/3 levels enhancement bonus to AC.
Magic Ability: Naga Hide provides a +1/3 levels enhancement bonus to Charisma.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Spiderweb Clothing | +5 | +6 | -1 | 3,300 gp |
Made of magical spiderwebs by Drow weavers, this magical clothing is said to bursts into flames when struck with direct sunlight.
You gain a +3 circumstance bonus to Climb checks.
Scaling Bonus: Spiderweb clothing has a +1/3 levels enhancement bonus to AC.
Magic Ability: You are immune to all poisons and the effect of web spells and effects
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Still Suit | +2 | +5 | -3 | 50 gp |
A watertight suit envelops your whole body, recycling all of your excretions and protecting you from the heat.
Whilst wearing a Still Suit you do not have to make Fortitude checks for hot environments and use half the daily allowance of water.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Studded Leather Armor | +3 | +6 | -1 | 65 gp |
Leather armor that has been adorned with metal studs to help protect your vitals.
You may ignore the first 10 points of damage from each critical hit or sneak attack.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Thought Armor | +5 | +6 | -2 | 40,000 gp |
A fine lattice of crystals surrounded by a protective field of pure thought energy, this delicate armor sharpens mental acuity and protects against mental intrusion.
You may choose to use your Int for initiative rolls rather than your Dex.
Scaling Bonus: Thought Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: You are immune to mind affecting effects.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Unreal Armor | +5 | +6 | -2 | 50,000 gp |
Formed on the Ethereal plane, this light translucent armor appears slightly detached from reality. When you wear it, so do you.
As a Move action you may teleport to any point you can see that is within your normal walking speed.
Scaling Bonus: Unreal Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: You may activate and deactivate the effects of a blink spell with a swift action.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Wicker Armor | +3 | +7 | -1 | 55 gp |
This armor is made of woven willow branches, and makes you look a bit like furniture with wings.
Whilst wearing Wicker Armor you are immune to falling damage and gain a +3 circumstance bonus to Jump checks.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Winter Clothing | +2 | +4 | -4 | 30 gp |
Thick clothing that keeps you warm.
You do not have to make Fortitude checks for cold environments whilst wearing Winter Clothing and you gain Cold resistance 5.
Medium Armors
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Adamantine Breastplate | +8 | +3 | -6 | 5,000 gp |
Made of one of the hardest and most durable known metals, this breastplate provides excellent protection.
You gain DR equal to your BaB/Adamantine.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Animal Spirit Armor | +4 | +3 | -3 | 1,000 gp |
Fashioned of the skin of an angry beast, this armor still carries its spirit and will lend you its strength.
Whilst Charging all your attacks deal +1d6 damage. If you have additional attacks from a high BaB this damage increases by +1d6 per extra attack you have gained.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Bone Armor | +4 | +4 | -3 | 5,450 gp |
Made from the bones of magical beasts, this armor makes you look the part of a necromancer.
You may choose to change Positive or Negative Energy into the opposite type when it affects you. This may change whether it heals or harms you.
Scaling Bonus: Bone Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: Your caster level is increased by one for the purposes of casting animate dead and create undead (including Greater) and when counting how many HD of Undead you can control.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Breastplate | +6 | +2 | -4 | 450 gp |
A solid steel armor underlayed with chainmail, it protects all of your vital bits.
Whenever you suffer lethal physical damage you can convert an amount of that damage equal to your BAB into nonlethal damage.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Chainmail | +5 | +3 | -3 | 150 gp |
Interwoven links of the finest steel cover your entire body.
Chainmail prevents an amount of Slashing damage per attack equal to your BAB.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Chitin Carapace | +6 | +4 | -3 | 500 gp |
Made out of an Ankheg or something, it's amazingly light and makes you look like a crazy mantis man when you wear it.
You gain a climb speed equal to your land speed.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Dragonscale Shirt | +7 | +5 | -4 | 3,400 gp |
Forged from the hide of a dragon, this armor provides a warding effect against its still living brethren.
You gain Energy Resistance to one Energy type [chosen when the armor is made] equal to the Armor Bonus the shirt provides.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Dryad Bark Suit | +6 | +5 | -3 | 5,500 gp |
Protected against iron and steel by powerful fey enchantments, bark from a Dryad's tree is highly prized. Obtaining it without the Dryad's permission, however, is a dangerous enterprise indeed.
Dryad Bark provides DR equal to your BaB/Wood.
Scaling Bonus: Dryad bark includes a +1/3 levels enhancement bonus to Armor.
Magic Ability: You can speak with plants as per the spell.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Elaborate Gown | +1 | +3 | -5 | 300 gp |
It's a big frilly dress, or a bulky robe, or something else that's expensive and hard to move in.
You gain a +2 bonus to Intimidate and Perform checks. You can hide weapons of a size up to your own inside your outfit with a normal Sleight of Hand check.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Gith Armor | +5 | +4 | -2 | 900 gp |
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.
You do not suffer any Arcane Spell Failure in this armor if you are proficient with it.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Hide Armor | +3 | +4 | -4 | 15 gp |
You wear some other creature as a hat.
Animals will not attack you unless you attack or otherwise threaten them first, and you cannot be detected by Scent.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Juggernaut Armor | +8 | +4 | -4 | 40,000 gp |
Made from sections of magical armor worn by those who died in battle, this piecemeal Gladiator-style suit focuses the wearers anger to transform them into a living engine of destruction.
While you are affected by a Rage or Frenzy ability, spell or effect anyone entering your threatened area provokes an attack of opportunity from you.
Scaling Bonus: Juggernaut Armor includes a +1/3 levels enhancement bonus to Armor.
Magic Ability: When in any situation where you would normally be unable to take 10 due to threats or distractions, you can spend a standard action to transform yourself into a magical Juggernaut for the next 3 rounds. Treat this as if you were under the effect of an iron body spell and an enlarge person spell with caster levels equal to your character level, and you gain a natural Slam attack which does d10 damage for a medium creature. The action to transform can be combined with a Charge action, in which case the whole takes only a Full Round action. In this case the transformation occurs at the termination of your movement, before you make your attack.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Lamellar Armor | +5 | +4 | -4 | 190 gp |
Small metal or leather plates that are linked together to protect you, it provides a smooth surface that causes attacks to slide away rather than pierce the wearer.
Prevents an amount of Piercing damage per attack equal to your BaB.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Living Breastplate | +7 | +5 | -3 | 16,000 gp |
A specially bred and molded species related to the Mimic, this breastplate both protects and defends you.
Once per round when you make any melee attack this breastplate will extend a pseudopod and attack an enemy within your natural reach with a BaB equal to yours and Strength 18. The attack deals 2d6+4 Bludgeoning damage and has a 20/x2 critical profile.
Scaling Bonus: A Living Breastplate has a +1/3 levels enhancement bonus to AC.
Magic Ability: Anyone attacking you with a manufactured weapon must make a DC 16 Reflex save to avoid their weapon becoming stuck to your armor. A weapon which is stuck to your armor can only be freed by using a standard action to make a DC 16 Strength check.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Lobster Mail | +5 | +2 | -5 | 350 gp |
A carapace of a deep aquatic design. The engineering style is reminiscent of that of Kwalish, but much sleeker and individualized.
Whilst underwater this armor allows you to breathe water, and its ACP is reduced to 0 if you are proficient with it.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Mithril Suit | +7 | +5 | -2 | 5,000 gp |
A full body covering of light metal. Very shiny, and nearly skin tight, the mithril suit is surprisingly protective.
You gain DR equal to your BaB/Bludgeoning.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Rime Hauberk | +7 | +3 | -5 | 16,000 gp |
Crystalized water covers most of your body.
You are Immune to cold damage.
Scaling Bonus: A Rime Hauberk has a +1/3 levels enhancement bonus to AC.
Magic Ability: As a Swift action you may cause everyone within your natural reach to suffer 1d6 cold damage per BaB point you have.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Ringmail | +4 | +6 | -2 | 75 gp |
Steel rings are woven onto a leather armor backing to provide extra reinforcement.
Ringmail prevents the first 10 points of damage from a critical hit or sneak attack damage.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Scale Mail | +4 | +3 | -5 | 50 gp |
Many small armor scales attached to each other in overlapping rows over a backing of leather, its rigid surface provides better protection from blunt attacks than mail.
Prevents an amount of Bludgeoning damage per attack equal to your BAB.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Tempest Armor | +7 | +5 | -3 | 45,000 gp |
This copper breastplate is infused with Elemental Air. It crackles with lightning and gives off the sharp smell of rain and ozone.
Whilst wearing Tempest Armor you gain a Fly speed of 60’ with Good maneuverability.
Scaling Bonus: Tempest Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: As a standard action you can hurl a bolt of lightning up to Medium range. These are ranged touch attacks which deals d6 Electricity damage/level. Anyone hit must make a Fort save (DC 10+ ½ level + Con modifier) or be Stunned for 1 round.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Troll Hide | +6 | +4 | -4 | 16,000 gp |
It is said that those who wear the skin of a troll gain some of its regenerative properties, in addition to other less savory traits…
You gain Fast Healing 5 whilst wearing Troll Hide.
Scaling Bonus: Troll Hide has a +1/3 levels enhancement bonus to AC.
Magic Ability: You are immune to poison and disease and may gain sustenance from eating any nonmagical matter.
Heavy Armors
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Adamantine Carapace | +6 | +2 | -9 | 9,000 gp |
Made of one of the hardest and most durable known metals, this armor completely encases you.
You gain DR equal to your BaB/Adamantine.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Coral Armor | +6 | +2 | -3 | 850 gp |
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. Enemies you damage with the coral spikes are poisoned (DC 10 + ½ your Level + Con bonus), initial and secondary damage of 1d3 Dex.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Demon Armor | +9 | +5 | -10 | 16,660 gp |
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.
You gain DR equal to your BaB/Magic and Good.
Scaling Bonus: Demon Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: Every time you kill a living creature of at least 1 HD or greater, you heal hit points equal to its HD.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Elukian Clay Armor | +6 | +3 | -4 | 6,000 gp |
Made of a strange clay from the Elemental Plane of Water, this heavy suit takes to water like a puppy to a well.
Whilst underwater the ACP of this armor is reduced to 0 and its Max Dex is doubled if you have Heavy Armor proficiency.
Scaling Bonus: Elukian Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: Whilst underwater you gain the Aquatic subtype and a swim speed equal to your land speed.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Dragonscale Suit | +9 | +4 | -5 | 4,500 gp |
This armor forged from the hide of a dragon provides excellent protection from swords and flames alike.
You gain Energy Resistance to one Energy type equal to the Armor Bonus the suit provides (inc. any Enhancement bonus).
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Force Plate | +11 | +3 | -6 | 50,000 gp |
Pure Force energy held in the shape of armor, only the most powerful of mages can craft this mythical and much sought after armor.
The Armor bonus provided by Force Plate (including any Enhancement bonus) counts as a Deflection bonus for the purpose of deciding when it would be ignored.
Scaling Bonus: Force plate has a +1/3 levels enhancement bonus to AC.
Magic Ability: Any physical attack against your AC or a spell which allows spell resistance cast against you has a 50% chance of failing to affect you unless it specifies it can penetrate Force effects.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Full Plate | +8 | +1 | -6 | 1,100 gp |
Plates of steel, flexible chain armor, and leather straps encase your entire body.
Whenever you suffer lethal physical damage you may convert an amount of that damage equal to your BAB into nonlethal damage.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Great Armor | +7 | +2 | -7 | 1,000 gp |
Large, bulky armor typically worn by Samurai, Great Armor consists of many bands of lacquered iron with great shoulder pads known as O-sode.
Great Armor includes arm panels which provide a +2 Shield bonus to AC.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Half Plate | +7 | +2 | -5 | 800 gp |
A mixture of rigid plates and flexible chain, Half Plate combines protection with flexibility.
Whenever you suffer lethal physical damage you may convert an amount of that damage equal to your BAB into nonlethal damage.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Hoplite Armor | +6 | +1 | -9 | 250 gp |
Old-school armor made of bronze and layered on in thick sheets all over the vitals.
Hoplite Armor provides Medium Fortification as an Ex ability whilst worn.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Mechanus Armor | +12 | +0 | -8 | 40,000 gp |
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.
Mechanus Armor provides a +1/3 levels enhancement bonus to Str.
Scaling Bonus: Mechanus Armor has a +1/3 levels enhancement bonus to AC.
Magic Ability: Whilst wearing Mechanus armor you are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain as if you were a construct.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Silk Steel Armor | +7 | +3 | -4 | 3,400 gp |
Made using 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.
Whenever you suffer lethal physical damage you may convert an amount of that damage equal to your BAB into nonlethal damage. The ACP of this armor is ignored when using Move Silently.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Stone Plate | +10 | +0 | -9 | 6,750 gp |
Grown or carved from solid stone, this Dwarven armor is hard to move in, but the protection is amazing.
Whilst in contact with an unworked earth or stone floor you gain DR equal to your BaB/-.
Scaling Bonus: Stone Plate has a +1/3 levels enhancement bonus to AC.
Magic Ability: You gain Tremorsense to 30’.
Armor | Armor Bonus | Max Dex | ACP | Price |
---|---|---|---|---|
Sun Plate | +9 | +6 | -10 | 20,000 gp |
Glorious golden armor forged from Hope and filled with Goodness.
You radiate light like a daylight effect. As a swift action you may cause any Undead creatures and Evil Outsiders within this area to suffer 1d6 Light damage per BaB point you have.
Scaling Bonus: Sun Plate has a +1/3 levels enhancement bonus to AC.
Magic Ability: 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
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Adamantine Shield | +3 | -1 | 2,000 gp |
A target shield constructed of pure Adamantine, it is nearly indestructible and can be placed between your important bits and deadly weapons.
As an Immediate action you may force an opponent to reroll a successful attack against you.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Buckler | +1 | -1 | 15 gp |
A small shield strapped to the wrist or forearm used for parrying.
A buckler provides no bonuses while you are denied your Dexterity bonus to AC. 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).
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Dragonscale Shield | +3 | -1 | 950 gp |
Fashioned from a single dragon scale, this shield deflects dragon breath and other similar attacks.
Whilst carrying this shield you may use an Immediate Action to gain Evasion for 1 round.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Force Shield | +3 | 0 | 4,800 gp |
A clear shield made out of pure Force.
A Force Shield cannot be sundered by anything less than a completely arbitrary effect like a Sphere of Annihilation and its AC counts against Touch attacks, including Incorporeal attacks.
Scaling Bonus: A Force Shield has a +1/3 levels enhancement bonus to AC.
Magic Ability: You gain Energy Resistance against Force Damage equal to the Shield Bonus the shield provides.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Mithril Shield | +2 | 0 | 1,020 gp |
It's as strong as titanium and as light as titanium. Who are we fooling? This is a great shield.
Attacks against you by enemies that are not flanking you have a 20% miss chance.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Steel Shield | +2 | -1 | 50 gp |
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.
Whilst there are no enemies within your natural reach you count as having cover from ranged attacks.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Vine Shield | +1 | -1 | 4,045 gp |
A writhing mass of vines extends from your arm and at your direction - protects you.
You may add the shield bonus (inc. Enhancement bonus) of the Vine Shield to your BaB for determining the Edge when attempting a Trip, Grapple or Disarm maneuver.
Scaling Bonus: A Vine Shield has a +1/3 levels enhancement bonus to AC.
Magic Ability: Any attack made against you that misses you provokes an attack of opportunity. This must be a trip or disarm attempt.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Wooden Shield | +1 | 0 | 15 gp |
Made of wood and held together with bands of steel or strips of leather, a wooden shield makes up in shock absorbency what it loses in resilience.
Whilst there are no enemies within your natural reach you count as having cover from ranged attacks.
Great Shields
The ACP of Great Shields is counted as double for the purpose of using skills. In addition, any attacks made whilst using a Great Shield have a -2 penalty to hit.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Bone Wall | +3 | -4 | 150 gp |
A seemingly random assortment of bones collected into a large shield.
A Bone Wall provides a bonus to saves against Death Effects and Necromancy spells equal to its Shield bonus.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Crystal Shield | +3 | -3 | 5,000 gp |
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.
A Crystal Shield provides a +2 bonus to saving throws against Spell-Like Abilities.
Scaling Bonus: A Crystal Shield has a +1/3 levels enhancement bonus to AC.
Magic Ability: The DC of any spell-like ability you use whilst using this shield is increased by 1.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Ice Aegis | +5 | -4 | 4,600 gp |
A magically inscribed block of ice shaped into a massive shield.
An Ice Aegis provides resistance to Fire and Cold equal to its Shield bonus (including any enhancement bonus).
Scaling Bonus: An Ice Aegis has a +1/3 levels enhancement bonus to AC.
Magic Ability: An Ice Aegis provides a bonus to saving throws against spells with the [Fire] or [Cold] descriptors equal to its Shield bonus (including any enhancement bonus).
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Kappa Shell | +3 | -6 | 500 gp |
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 battle field.
You may use both your hands while using this shield.
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Kite Shield | +4 | -5 | 120 gp |
Shaped metal shields fit easily over a rider and his steed, allowing good protection for mounted troops.
Your mount gains any benefit you gain from this shield (AC, feat bonuses etc.).
Shield | Shield Bonus | ACP | Price |
---|---|---|---|
Tower Shield | +4 | -5 | 100 gp |
Giant pieces of wood or metal, tower shields offer tremendous protection, but cannot be effectively used while mounted.
You may claim total cover whilst using a Tower Shield. This must be declared at the start of your action and lasts until the start of your next action. You may not make any attack actions, including spellcasting, whilst claiming total cover.
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