Difference between revisions of "Dragon Armor (3.5e Equipment)"

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| [[SRD:Black Dragon|Black]] || [[SRD:Acid Effect|Acid]] 15 || Within 10 feet of you, bright illumination becomes shadowy, and shadowy<br>illumination becomes darkness.
 
| [[SRD:Black Dragon|Black]] || [[SRD:Acid Effect|Acid]] 15 || Within 10 feet of you, bright illumination becomes shadowy, and shadowy<br>illumination becomes darkness.
 
|-
 
|-
| [[SRD:Blue Dragon|Blue]] || [[SRD:Electricity Effect|Electricity]] 15 || Any sources of water-based liquid on your person last twice as long.
+
| [[SRD:Blue Dragon|Blue]] || [[SRD:Electricity Effect|Electricity]] 15 || Any sources of water-based liquid on your person last twice as long.<br>This includes [[SRD:Potion|potions]], which can be drunk twice before expiring.
 
|-
 
|-
 
| [[SRD:Green Dragon|Green]] || [[SRD:Acid Effect|Acid]] 15 || You can hold your breath twice as long, and the interval between taking<br>[[SRD:Nonlethal Damage|nonlethal damage]] due to [[SRD:Suffocation|suffocation]] is twice as long as normal.  
 
| [[SRD:Green Dragon|Green]] || [[SRD:Acid Effect|Acid]] 15 || You can hold your breath twice as long, and the interval between taking<br>[[SRD:Nonlethal Damage|nonlethal damage]] due to [[SRD:Suffocation|suffocation]] is twice as long as normal.  

Revision as of 14:38, 23 November 2016

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Author: Sulacu (talk)
Date Created: November 23, 2016
Status: Complete
Editing: Clarity edits only please
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Dragon Armor.png
A hero clad in red dragon armor.

Dragon Armor

Ahh, dragon slaying. Knighthood's greatest calling. Throughout the ages, many great heroes partook in the campaigns against mighty and terrible dragons. These precious suits of armor serve as evidence of these great victories.

Sulacu (Heavy)
Size Humanoid
Cost
Nonhumanoid
Cost
Armor
Bonus
Weight Hit
Points
Small 7000 gp 14000 gp +8 25 lb. 60
Medium 7000 gp 14000 gp +8 50 lb. 60
Non-Standard Sizes
Fine 3500 gp 7000 gp +2 5 lb. 60
Diminutive 3500 gp 7000 gp +2 5 lb. 60
Tiny 3500 gp 7000 gp +2 5 lb. 60
Large 14000 gp 28000 gp +8 100 lb. 60
Huge 28000 gp 56000 gp +8 250 lb. 60
Gargantuan 56000 gp 112000 gp +8 400 lb. 60
Colossal 112000 gp 224000 gp +8 600 lb. 60
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure
Hardness
+2 -4 25% 15
Speed1
Base 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. 90 ft. 100 ft.
Armored 15 ft. 20 ft. 30 ft. 35 ft. 40 ft. 50 ft. 55 ft. 60 ft. 70 ft.
  1. When running in heavy armor, you move only triple your speed, not quadruple.
Don Don Hastily Remove
4 minutes2 4 minutes1 1d4+1 minutes1
  1. If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
  2. The wearer must have help to don this armor. Without help, it can be donned only hastily.

Dragon armor is a formidable full-body armor that grants protection similar to that of a full plate, but is surprisingly easy to move around in. The most flexible dragonhide and lightweight chainmail makes the underlay, while the breast-and-back, tassets, pauldrons, armets, greaves, gauntlets, sabatons and helmets are made from interwoven dragonscale reinforced with ridges of dragonbone.

Dragon armor is hard to refit, and with mundane tools the fit can only be altered by up to a few percent from the original tailoring without using additional material. Since dragonhide, scale and bone are exceedingly rare and the armors were tailored to a specific user, there is an enormously competitive market for dragon armor, where suits are traded between collectors for highly inflated prices in the hopes of obtaining one that can be modified to provide a proper fit. It is to the point that you can expect to spend at least twice the market price and a lot of time and effort to obtain an armor that fits you unless you have magic or unless you have the dragon materials and either craft it yourself or have it crafted by a skilled armorsmith.

It is possible to refit a dragon armor to any body shape of a similar creature type and size category with the help of a fabricate spell, but the caster must also succeed in the Craft checks necessary to craft the armor for the result to be effective.

Wearing dragon armor that isn't properly fit to your person reduces the maximum Dexterity bonus to AC by 2, and increases the armor check penalty by 3.

Dragon armor is fashioned from the hide, scales and bone of a specific type of dragon. The species of dragon determines some of the armor's effects, as below. Using only the premium parts, a Huge dragon or 2 Large dragons is enough for 1 suit of dragon armor for a Medium creature. A Gargantuan dragon can make 2 suits, and a Colossal dragon can make 4 suits. The dragon armor is always masterwork; price and benefits are subsumed in the above statistics.

The dragon armor grants the following benefits when worn, on top of its general protective capabilities:

  • Dragon armor counts as a masterwork skill tool for the Intimidate skill. When you use the Intimidate skill, you may choose to effect any number of creatures within 20 feet of you.
  • The AC counts as 2 higher when fighting enemies of the Dragon type.
  • Some of the latent dragon magic is still within the scales of the armor. The armor grants additional resistances and benefits from the table below, depending on the species of dragon the armor is made from. All caster levels are equal to your character level and save DCs are Charisma-based. Note that wearing a dragon armor is likely to incite unfriendliness or even outright hostility from dragons of similar alignment to the species that the armor is made of, though it will likewise have benefits when dealing with dragons that consider that dragon species their enemy.
Table: Dragon Armor by Species
Chromatic Resistances Secondary Effects
Black Acid 15 Within 10 feet of you, bright illumination becomes shadowy, and shadowy
illumination becomes darkness.
Blue Electricity 15 Any sources of water-based liquid on your person last twice as long.
This includes potions, which can be drunk twice before expiring.
Green Acid 15 You can hold your breath twice as long, and the interval between taking
nonlethal damage due to suffocation is twice as long as normal.
Red Fire 15 You can use locate object as a spell-like ability twice per day.
White Cold 15 Your do not need to make any checks for walking or running on ice and
may coat one 10-foot square in slippery ice as a standard action. This is
equivalent to a grease spell-like ability usable three times per day.
Metallic Resistances Secondary Effects
Brass Fire 15 You gain a +8 bonus to saving throws aginst sleep effects.
Bronze Electricity 15 You gain wild empathy.
Copper Acid 15 You can use stone shape as a spell-like ability once per day, but the
casting time is 1 minute for every cubic foot of stone you shape.
Gold Fire 15 You can use the detect gems ability for 1 minute/level per day.
Silver Acid 10, Cold 10 You may use feather fall as a spell-like ability twice per day.
Primeval Resistances Secondary Effects
Calefact Acid 10, Fire 10 You gain damage reduction 3/cold iron and level 2 cold protection (see
Protection against Cold, Frostburn pg. 9).
Cerulean Cold 10, Electricity 10 You gain a +4 bonus to Will saves vs compulsions.
Gelidus Acid 10, Cold 10 You gain damage reduction 3/meteoric iron and level 2 heat protection
(see Protection against Heat, Sandstorm pg. 14).
Lethus Negative Energy 15 You gain a +4 bonus to saving throws against death effects, energy
drain
, and negative energy effects.
Malcurion Cold 10 and Fire 10 You gain 5 temporary hit points at the start of every turn. These do not
stack. You gain a +4 bonus to saving throws against light and radiation
effects.
Olympus Acid 5, Cold 5,
Electricity 5, Fire 5
You cast healing spells and spells with the Light descriptor at +2 caster
level
.
Orichalcum Acid 10, Electricity 10 You gain 50% hindrance and a +4 bonus to saving throws against spells
and effects that disintegrate, destroy or annihilate matter.
Qilung Cold 15 You gain a +4 bonus to saves against water effects and cast spells with
the Water descriptor at +2 caster level.
Tempest Electricity 15 You may use the lightning blink ability of a wyrmling tempest dragon 3/day.
Other Resistances Secondary Effects
Dreg Acid 15 You exude a sickening aura that affects any living creature within a 10-
foot-emanation. Creatures that don't breathe, are immune to inhaled
poisons, or that otherwise cover their nose and mouth are unaffected.
Force Force 15 You gain a +8 bonus to saving throws aginst paralysis effects.
Lexicon Sonic 15 The save DC of your utterances increases by +1, and the hit point
threshold of your power word spells increases by 20%.
Prismatic Acid 5, Cold 5,
Electricity 5, Fire 5
You gain a +4 bonus to light effects. If the effect is prismatic in nature, the
bonus increases to +8.
Time Positive Energy 10,
Negative Energy 10
You can use time hop (self only) as a psi-like ability once per day.

Craft (armorsmithing and hideworking) DC 35. Market Price 7,000 gp.



Back to Main Page3.5e HomebrewEquipmentMundane Armor

Arcane Spell Failure25% +
Armor Bonus+8 +
Armor Check-4 +
AuthorSulacu +
Cost7000 gp +
Craft DC35 +
Identifier3.5e Equipment +
Max Dex Bonus+2 +
RatingUndiscussed +
SummaryA formidable full-body armor fashioned from dragonhide, dragonscales and dragon bone. +
TitleDragon Armor +
TypeHeavy +
Weight50 lb. +