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SRD:Full Plate Armor

This material is published under the OGL
Full Plate Armor (Heavy)
Size Humanoid
Cost
Nonhumanoid
Cost
Armor
Bonus
Weight Hit
Points
Small 1500 gp 3000 gp +8 25 lb. 40
Medium 1500 gp 3000 gp +8 50 lb. 40
Non-Standard Sizes
Fine 750 gp 1500 gp +4 5 lb. 40
Diminutive 750 gp 1500 gp +4 5 lb. 40
Tiny 750 gp 1500 gp +4 5 lb. 40
Large 3000 gp 6000 gp +8 100 lb. 40
Huge 6000 gp 12000 gp +8 250 lb. 40
Gargantuan 12000 gp 24000 gp +8 400 lb. 40
Colossal 24000 gp 48000 gp +8 600 lb. 40
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure
Hardness
+1 −6 35% 10
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.

Description/NotesEdit

The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4×100) gold pieces.

EnhancementsEdit

These are the prices for this item when made with specific materials or enhancements.


Full Plate Material Enhancements
Material Cost1 Hardness Hit Points Special
Masterwork Steel 1650 gp 10 40 -
Adamantine 16500 gp 20 53 Grants wearer DR 3/-
Crystal, Deep 7500 gp 10 40 Does not rust
Crystal, Mundane 1650 gp 8 33 Does not rust
Dragonhide 3300 gp 10 13 Non-metal armor
Mithral 10500 gp 15 40 Half weight,
Treated as medium armor,
Increase max Dex bonus by 2,
Reduce armor check penalty by 3 (min 0),
Reduced ASF by 10%
  1. The given costs include the masterwork component.


Magical/Psionic Armor and Shield Enhancements
Bonus Value Additional Cost Hardness Increase1 Additional hp1
+1 +1,000 gp +2 +10
+2 +4,000 gp +4 +20
+3 +9,000 gp +6 +30
+4 +16,000 gp +8 +40
+5 +25,000 gp +10 +50
+6 +36,000 gp2 +12 +60
+7 +49,000 gp2 +14 +70
+8 +64,000 gp2 +16 +80
+9 +81,000 gp2 +18 +90
+10 +100,000 gp2 +20 +100
+11 or more + bonus × bonus
× 10,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Unlike the additional cost, the increase to the armor or shield's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  2. If the armor or shield has a magical bonus greater than +5 or a special ability worth more than +5, then it's epic. Multiply magic cost by 10.

See AlsoEdit



Back to Main PageSystem Reference DocumentArmor