Difference between revisions of "Tome Armor (3.5e Variant Rule)"

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(initial upload)
 
(Changed ACP values and rules for Great Shields. Also tidied up a few minor errors.)
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So, while we're revising 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. So let's take a look at the rules as they stand:
 
So, while we're revising 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. So let's take a look at the rules as they stand:
  
'''''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 ? 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 stagger around.'''''
+
'''''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 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 stagger around.'''''
  
 
This all 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. I would quantify that "stagger around" equates to only getting a Move action each turn until the armor is removed.
 
This all 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. I would quantify that "stagger around" equates to only getting a Move action each turn until the armor is removed.
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! Nonarmors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
! Nonarmors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
|-
 
|-
| [[#Camouflaged Clothing|Camouflaged Clothing]] || 0 || 8 || 0 || 1 gp || 5 lbs
+
| [[#Camouflaged Clothing|Camouflaged Clothing]] || 0 || - || 0 || 1 gp || 5 lbs
 
|-
 
|-
| [[#Functional Clothing|Functional Clothing]] || 0 || 8 || 0 || 1 gp || 5 lbs
+
| [[#Functional Clothing|Functional Clothing]] || 0 || - || 0 || 1 gp || 5 lbs
 
|-
 
|-
| [[#Thief's Clothing|Thief's Clothing]] || 0 || 8 || 0 || 1 gp || 5 lbs
+
| [[#Thief's Clothing|Thief's Clothing]] || 0 || - || 0 || 1 gp || 5 lbs
 
|-
 
|-
| [[#Traveler's Cloak|Traveler's Cloak]] || 0 || 8 || 0 || 1 gp || 5 lbs
+
| [[#Traveler's Cloak|Traveler's Cloak]] || 0 || - || 0 || 1 gp || 5 lbs
 
|-
 
|-
 
| [[#Fancy Clothing|Fancy Clothing]] || 0 || +6 || -1 || 30 gp || 5 lbs
 
| [[#Fancy Clothing|Fancy Clothing]] || 0 || +6 || -1 || 30 gp || 5 lbs
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! Magic Nonarmors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
! Magic Nonarmors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
|-
 
|-
| [[#Magic Clothes|Magic Clothes]] (L) || +2 || 8 || 0 || 8,000 gp || 5 lbs
+
| [[#Magic Clothes|Magic Clothes]] (L) || +2 || - || 0 || 8,000 gp || 5 lbs
 
|-
 
|-
| [[#Kenpo Gi|Kenpo Gi]] (M) || 0 || 8 || 0 || 16,000 gp || 5 lbs
+
| [[#Kenpo Gi|Kenpo Gi]] (M) || 0 || - || 0 || 16,000 gp || 5 lbs
 
|-
 
|-
 
| [[#Robe of Many Colors|Robe of Many Colors]] (M) || 0 || +6 || 0 || 16,000 gp || 10 lbs
 
| [[#Robe of Many Colors|Robe of Many Colors]] (M) || 0 || +6 || 0 || 16,000 gp || 10 lbs
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|name=Camouflaged Clothing
 
|name=Camouflaged Clothing
 
|armor=+0
 
|armor=+0
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=1 gp
 
|cost=1 gp
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|name=Functional Clothing
 
|name=Functional Clothing
 
|armor=+0
 
|armor=+0
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=1 gp
 
|cost=1 gp
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|magic=m
 
|magic=m
 
|armor=+0
 
|armor=+0
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=16,000 gp
 
|cost=16,000 gp
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|magic=l
 
|magic=l
 
|armor=+2
 
|armor=+2
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=8,000 gp
 
|cost=8,000 gp
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|name=Thief's Clothing
 
|name=Thief's Clothing
 
|armor=+0
 
|armor=+0
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=1 gp
 
|cost=1 gp
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|name=Traveler's Cloak
 
|name=Traveler's Cloak
 
|armor=+0
 
|armor=+0
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=1 gp
 
|cost=1 gp
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! Light Armors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
! Light Armors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
|-
 
|-
| [[#Cord Armor|Cord Armor]] || +2 || 8 || 0 || 20 gp || 10 lb
+
| [[#Cord Armor|Cord Armor]] || +2 || - || 0 || 20 gp || 10 lb
 
|-
 
|-
 
| [[#Winter Clothes|Winter Clothes]] || +2 || +4 || -4 || 30 gp || 25 lb
 
| [[#Winter Clothes|Winter Clothes]] || +2 || +4 || -4 || 30 gp || 25 lb
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| [[#Brigandine|Brigandine]] || +4 || +6 || -2 || 110 gp || 25 lb
 
| [[#Brigandine|Brigandine]] || +4 || +6 || -2 || 110 gp || 25 lb
 
|-
 
|-
| [[#Gray Armor|Gray Armor]] || +4 || 8 || 0 || 1,000 gp || 15 lb
+
| [[#Gray Armor|Gray Armor]] || +4 || - || 0 || 1,000 gp || 15 lb
 
|-
 
|-
 
| [[#Ironskin Leather|Ironskin Leather]]* || +5 || +5 || -2 || 3,300 gp || 15 lb
 
| [[#Ironskin Leather|Ironskin Leather]]* || +5 || +5 || -2 || 3,300 gp || 15 lb
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|name=Cord Armor
 
|name=Cord Armor
 
|armor=+2
 
|armor=+2
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=20 gp
 
|cost=20 gp
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|name=Gray Armor
 
|name=Gray Armor
 
|armor=+4
 
|armor=+4
|maxdex=8
+
|maxdex=-
 
|acp=0
 
|acp=0
 
|cost=1,000 gp
 
|cost=1,000 gp
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|flavor=This suit of armor is created by skinning and tanning the hide of a naturally invisible creature.
 
|flavor=This suit of armor is created by skinning and tanning the hide of a naturally invisible creature.
 
|bonus=You may become [[SRD:Invisible|Invisible]] at will as a standard action.
 
|bonus=You may become [[SRD:Invisible|Invisible]] at will as a standard action.
|scalingbonus=A Mysterious Membrane has a +? levels enhancement bonus to AC.
+
|scalingbonus=A Mysterious Membrane has a +1/3 levels enhancement bonus to AC.
 
|ability=Whilst Invisible you can see invisible creatures as per the spell ''[[SRD:See Invisibility|see invisibility]]''.
 
|ability=Whilst Invisible you can see invisible creatures as per the spell ''[[SRD:See Invisibility|see invisibility]]''.
 
}}
 
}}
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|flavor=Often mistaken for snakeskin, this soft supple hide suit imparts some of its previous owner’s powers of persuasion.
 
|flavor=Often mistaken for snakeskin, this soft supple hide suit imparts some of its previous owner’s powers of persuasion.
 
|bonus=You gain +4 to saves against mind-affecting effects.
 
|bonus=You gain +4 to saves against mind-affecting effects.
|scalingbonus=Naga Hide has a +? levels enhancement bonus to AC.
+
|scalingbonus=Naga Hide has a +1/3 levels enhancement bonus to AC.
|ability=Naga Hide provides a +? levels enhancement bonus to Charisma.
+
|ability=Naga Hide provides a +1/3 levels enhancement bonus to Charisma.
 
}}
 
}}
  
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|flavor=Made of magical spiderwebs by Drow weavers, this magical clothing is said to bursts into flames when struck with direct sunlight.
 
|flavor=Made of magical spiderwebs by Drow weavers, this magical clothing is said to bursts into flames when struck with direct sunlight.
 
|bonus=You gain a +3 circumstance bonus to Climb checks.
 
|bonus=You gain a +3 circumstance bonus to Climb checks.
|scalingbonus=Spiderweb clothing has a +? levels enhancement bonus to AC.
+
|scalingbonus=Spiderweb clothing has a +1/3 levels enhancement bonus to AC.
 
|ability=You are immune to all poisons and the effect of ''[[SRD:Web|web]]'' spells and effects
 
|ability=You are immune to all poisons and the effect of ''[[SRD:Web|web]]'' spells and effects
 
}}
 
}}
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|flavor=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.
 
|flavor=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.
 
|bonus=You may choose to use your Int for initiative rolls rather than your Dex.
 
|bonus=You may choose to use your Int for initiative rolls rather than your Dex.
|scalingbonus=Thought Armor has a +? levels enhancement bonus to AC.
+
|scalingbonus=Thought Armor has a +1/3 levels enhancement bonus to AC.
 
|ability=You are immune to mind affecting effects.
 
|ability=You are immune to mind affecting effects.
 
}}
 
}}
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|flavor=Formed on the Ethereal plane, this light translucent armor appears slightly detached from reality. When you wear it, so do you.
 
|flavor=Formed on the Ethereal plane, this light translucent armor appears slightly detached from reality. When you wear it, so do you.
 
|bonus=As a Move action you may teleport to any point you can see that is within your normal walking speed.
 
|bonus=As a Move action you may teleport to any point you can see that is within your normal walking speed.
|scalingbonus=Unreal Armor has a +? levels enhancement bonus to AC.
+
|scalingbonus=Unreal Armor has a +1/3 levels enhancement bonus to AC.
 
|ability=You may activate and deactivate the effects of a ''[[SRD:Blink|blink]]'' spell with a swift action.
 
|ability=You may activate and deactivate the effects of a ''[[SRD:Blink|blink]]'' spell with a swift action.
 
}}
 
}}
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|flavor=Made from the bones of magical beasts, this armor makes you look the part of a necromancer.
 
|flavor=Made from the bones of magical beasts, this armor makes you look the part of a necromancer.
 
|bonus=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.
 
|bonus=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.
|scalingbonus=Bone Armor has a +? levels enhancement bonus to AC.
+
|scalingbonus=Bone Armor has a +1/3 levels enhancement bonus to AC.
 
|ability=Your caster level is increased by one for the purposes of casting ''[[SRD:Animate Dead|animate dead]]'' and ''[[SRD:Create Undead|create undead]]'' (including Greater) and when counting how many HD of Undead you can control.
 
|ability=Your caster level is increased by one for the purposes of casting ''[[SRD:Animate Dead|animate dead]]'' and ''[[SRD:Create Undead|create undead]]'' (including Greater) and when counting how many HD of Undead you can control.
 
}}
 
}}
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|flavor=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.
 
|flavor=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.
 
|bonus=Dryad Bark provides DR equal to your BaB/Wood.
 
|bonus=Dryad Bark provides DR equal to your BaB/Wood.
|scalingbonus=Dryad bark includes a +? levels enhancement bonus to Armor.
+
|scalingbonus=Dryad bark includes a +1/3 levels enhancement bonus to Armor.
 
|ability=You can ''[[SRD:Speak with Plants|speak with plants]]'' as per the spell.
 
|ability=You can ''[[SRD:Speak with Plants|speak with plants]]'' as per the spell.
 
}}
 
}}
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|flavor=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.
 
|flavor=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.
 
|bonus=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.
 
|bonus=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.
|scalingbonus=Juggernaut Armor includes a +? levels enhancement bonus to Armor.
+
|scalingbonus=Juggernaut Armor includes a +1/3 levels enhancement bonus to Armor.
 
|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 ''[[SRD:Iron Body|iron body]]'' spell and an ''[[SRD:Enlarge Person|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.
 
|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 ''[[SRD:Iron Body|iron body]]'' spell and an ''[[SRD:Enlarge Person|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.
 
}}
 
}}
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|flavor=A specially bred and molded species related to the Mimic, this breastplate both protects and defends you.
 
|flavor=A specially bred and molded species related to the Mimic, this breastplate both protects and defends you.
 
|bonus=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.
 
|bonus=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.
|scalingbonus=A Living Breastplate has a +? levels enhancement bonus to AC.
+
|scalingbonus=A Living Breastplate has a +1/3 levels enhancement bonus to AC.
 
|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.
 
|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.
 
}}
 
}}
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|flavor=Crystalized water covers most of your body.
 
|flavor=Crystalized water covers most of your body.
 
|bonus=You are Immune to cold damage.
 
|bonus=You are Immune to cold damage.
|scalingbonus=A Rime Hauberk has a +? levels enhancement bonus to AC.
+
|scalingbonus=A Rime Hauberk has a +1/3 levels enhancement bonus to AC.
 
|ability=As a Swift action you may cause everyone within your natural reach to suffer 1d6 cold damage per BaB point you have.
 
|ability=As a Swift action you may cause everyone within your natural reach to suffer 1d6 cold damage per BaB point you have.
 
}}
 
}}
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|flavor=This copper breastplate is infused with Elemental Air. It crackles with lightning and gives off the sharp smell of rain and ozone.
 
|flavor=This copper breastplate is infused with Elemental Air. It crackles with lightning and gives off the sharp smell of rain and ozone.
 
|bonus=Whilst wearing Tempest Armor you gain a Fly speed of 60’ with Good maneuverability.
 
|bonus=Whilst wearing Tempest Armor you gain a Fly speed of 60’ with Good maneuverability.
|scalingbonus=Tempest Armor has a +? levels enhancement bonus to AC.
+
|scalingbonus=Tempest Armor has a +1/3 levels enhancement bonus to AC.
 
|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.
 
|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.
 
}}
 
}}
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|flavor=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…
 
|flavor=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…
 
|bonus=You gain Fast Healing 5 whilst wearing Troll Hide.
 
|bonus=You gain Fast Healing 5 whilst wearing Troll Hide.
|scalingbonus=Troll Hide has a +? levels enhancement bonus to AC.
+
|scalingbonus=Troll Hide has a +1/3 levels enhancement bonus to AC.
 
|ability=You are immune to poison and disease and may gain sustenance from eating any nonmagical matter.
 
|ability=You are immune to poison and disease and may gain sustenance from eating any nonmagical matter.
 
}}
 
}}
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|-
 
|-
 
| [[#Adamantine Carapace|Adamantine Carapace]]* || +11 || +2 || -9 || 9,000 gp || 75 lb
 
| [[#Adamantine Carapace|Adamantine Carapace]]* || +11 || +2 || -9 || 9,000 gp || 75 lb
 +
|- style="text-align: center;"
 +
! Magic Heavy Armors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
|-
 
|-
 
| [[#Elukian Clay Armor|Elukian Clay Armor]]* (L) || +6 || +3 || -4 || 6,000 gp || 50 lb
 
| [[#Elukian Clay Armor|Elukian Clay Armor]]* (L) || +6 || +3 || -4 || 6,000 gp || 50 lb
|- style="text-align: center;"
 
! Magic Heavy Armors !! Armor Bonus !! Max Dex !! ACP !! Price !! Weight
 
 
|-
 
|-
 
| [[#Stone Plate|Stone Plate]]* (L) || +10 || +0 || -9 || 6,750 gp || 75 lb
 
| [[#Stone Plate|Stone Plate]]* (L) || +10 || +0 || -9 || 6,750 gp || 75 lb
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|flavor=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.
 
|flavor=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.
 
|bonus=You gain DR equal to your BaB/Magic and Good.
 
|bonus=You gain DR equal to your BaB/Magic and Good.
|scalingbonus=Demon Armor has a +? levels enhancement bonus to AC.
+
|scalingbonus=Demon Armor has a +1/3 levels enhancement bonus to AC.
 
|ability=Every time you kill a living creature of at least 1 HD or greater, you heal hit points equal to its HD.
 
|ability=Every time you kill a living creature of at least 1 HD or greater, you heal hit points equal to its HD.
 
}}
 
}}
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|flavor=Made of a strange clay from the Elemental Plane of Water, this heavy suit takes to water like a puppy to a well.
 
|flavor=Made of a strange clay from the Elemental Plane of Water, this heavy suit takes to water like a puppy to a well.
 
|bonus=Whilst underwater the ACP of this armor is reduced to 0 and its Max Dex is doubled if you have Heavy Armor proficiency.
 
|bonus=Whilst underwater the ACP of this armor is reduced to 0 and its Max Dex is doubled if you have Heavy Armor proficiency.
|scalingbonus=Elukian Armor has a +? levels enhancement bonus to AC.
+
|scalingbonus=Elukian Armor has a +1/3 levels enhancement bonus to AC.
 
|ability=Whilst underwater you gain the [[SRD:Aquatic Subtype|Aquatic]] subtype and a swim speed equal to your land speed.
 
|ability=Whilst underwater you gain the [[SRD:Aquatic Subtype|Aquatic]] subtype and a swim speed equal to your land speed.
 
}}
 
}}
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|flavor=Pure Force energy held in the shape of armor, only the most powerful of mages can craft this mythical and much sought after armor.
 
|flavor=Pure Force energy held in the shape of armor, only the most powerful of mages can craft this mythical and much sought after armor.
 
|bonus=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.
 
|bonus=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.
|scalingbonus=Force plate has a +? levels enhancement bonus to AC.
+
|scalingbonus=Force plate has a +1/3 levels enhancement bonus to AC.
 
|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.
 
|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.
 
}}
 
}}
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|cost=40,000 gp
 
|cost=40,000 gp
 
|flavor=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.
 
|flavor=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.
|bonus=Mechanus Armor provides a +? levels enhancement bonus to Str.
+
|bonus=Mechanus Armor provides a +1/3 levels enhancement bonus to Str.
|scalingbonus=Mechanus Armor has a +? levels enhancement bonus to AC.
+
|scalingbonus=Mechanus Armor has a +1/3 levels enhancement bonus to AC.
 
|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.
 
|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.
 
}}
 
}}
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|flavor=Grown or carved from solid stone, this Dwarven armor is hard to move in, but the protection is amazing.
 
|flavor=Grown or carved from solid stone, this Dwarven armor is hard to move in, but the protection is amazing.
 
|bonus=Whilst in contact with an unworked earth or stone floor you gain DR equal to your BaB/-.
 
|bonus=Whilst in contact with an unworked earth or stone floor you gain DR equal to your BaB/-.
|scalingbonus=Stone Plate has a +? levels enhancement bonus to AC.
+
|scalingbonus=Stone Plate has a +1/3 levels enhancement bonus to AC.
 
|ability=You gain Tremorsense to 30’.
 
|ability=You gain Tremorsense to 30’.
 
}}
 
}}
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|flavor=Glorious golden armor forged from Hope and filled with Goodness.
 
|flavor=Glorious golden armor forged from Hope and filled with Goodness.
 
|bonus=You radiate light like a ''[[SRD:Daylight|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.
 
|bonus=You radiate light like a ''[[SRD:Daylight|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.
|scalingbonus=Sun Plate has a +? levels enhancement bonus to AC.
+
|scalingbonus=Sun Plate has a +1/3 levels enhancement bonus to AC.
 
|ability=Once per day, the armor will cast a ''[[SRD:Heal|heal]]'' spell on you with a Caster level of 11. This is a contingent effect and goes off when you need it to.
 
|ability=Once per day, the armor will cast a ''[[SRD:Heal|heal]]'' spell on you with a Caster level of 11. This is a contingent effect and goes off when you need it to.
 
}}
 
}}
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|flavor=A clear shield made out of pure Force.
 
|flavor=A clear shield made out of pure Force.
 
|bonus=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.
 
|bonus=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.
|scalingbonus=A Force Shield has a +? levels enhancement bonus to AC.
+
|scalingbonus=A Force Shield has a +1/3 levels enhancement bonus to AC.
 
|ability=You gain Energy Resistance against Force Damage equal to the Shield Bonus the shield provides.
 
|ability=You gain Energy Resistance against Force Damage equal to the Shield Bonus the shield provides.
 
}}
 
}}
Line 983: Line 983:
 
|flavor=A writhing mass of vines extends from your arm and at your direction - protects you.
 
|flavor=A writhing mass of vines extends from your arm and at your direction - protects you.
 
|bonus=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.
 
|bonus=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.
|scalingbonus=A Vine Shield has a +? levels enhancement bonus to AC.
+
|scalingbonus=A Vine Shield has a +1/3 levels enhancement bonus to AC.
 
|ability=Any attack made against you that misses you provokes an attack of opportunity. This must be a trip or disarm attempt.
 
|ability=Any attack made against you that misses you provokes an attack of opportunity. This must be a trip or disarm attempt.
 
}}
 
}}
Line 998: Line 998:
 
=== Great Shields ===
 
=== Great Shields ===
  
You may claim total cover whilst using a Great 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.
+
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.
  
 
{| class="d20 zebra left"
 
{| class="d20 zebra left"
Line 1,004: Line 1,004:
 
! Shields !! Shield Bonus !! ACP !! Price !! Weight
 
! Shields !! Shield Bonus !! ACP !! Price !! Weight
 
|-
 
|-
| [[#Tower Shield|Tower Shield]] || +4 || -10 || 100 gp || 45 lb
+
| [[#Tower Shield|Tower Shield]] || +4 || -5 || 100 gp || 45 lb
 
|-
 
|-
 
| [[#Kite Shield|Kite Shield]] || +4 || -5 || 120 gp || 35 lb
 
| [[#Kite Shield|Kite Shield]] || +4 || -5 || 120 gp || 35 lb
 
|-
 
|-
| [[#Bone Wall|Bone Wall]] || +3 || -10 || 150 gp || 30 lb
+
| [[#Bone Wall|Bone Wall]] || +3 || -4 || 150 gp || 30 lb
 
|-
 
|-
| [[#Kappa Shell|Kappa Shell]] || +3 || -12 || 500 gp || 30 lb
+
| [[#Kappa Shell|Kappa Shell]] || +3 || -6 || 500 gp || 30 lb
 
|-
 
|-
 
! Shields !! Shield Bonus !! ACP !! Price !! Weight
 
! Shields !! Shield Bonus !! ACP !! Price !! Weight
 
|-
 
|-
| [[#Ice Aegis|Ice Aegis]]* (L) || +5 || -5 || 4,600 gp || 40 lb
+
| [[#Ice Aegis|Ice Aegis]]* (L) || +5 || -4 || 4,600 gp || 40 lb
 
|-
 
|-
 
| [[#Crystal Shield|Crystal Shield]]* (L) || +3 || -3 || 5,000 gp || 40 lb
 
| [[#Crystal Shield|Crystal Shield]]* (L) || +3 || -3 || 5,000 gp || 40 lb
Line 1,022: Line 1,022:
  
 
{{:Tome Armor (3.5e Variant Rule)/SingleShield
 
{{:Tome Armor (3.5e Variant Rule)/SingleShield
|name=Bone Shield
+
|name=Bone Wall
 
|armor=+3
 
|armor=+3
|acp=-10
+
|acp=-4
 
|cost=150 gp
 
|cost=150 gp
 
|flavor=A seemingly random assortment of bones collected into a large shield.
 
|flavor=A seemingly random assortment of bones collected into a large shield.
Line 1,038: Line 1,038:
 
|flavor=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.
 
|flavor=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.
 
|bonus=A Crystal Shield provides a +2 bonus to saving throws against Spell-Like Abilities.
 
|bonus=A Crystal Shield provides a +2 bonus to saving throws against Spell-Like Abilities.
|scalingbonus=A Crystal Shield has a +? levels enhancement bonus to AC.
+
|scalingbonus=A Crystal Shield has a +1/3 levels enhancement bonus to AC.
 
|ability=The DC of any spell-like ability you use whilst using this shield is increased by 1.
 
|ability=The DC of any spell-like ability you use whilst using this shield is increased by 1.
 
}}
 
}}
Line 1,046: Line 1,046:
 
|magic=l
 
|magic=l
 
|armor=+5
 
|armor=+5
|acp=-5
+
|acp=-4
 
|cost=4,600 gp
 
|cost=4,600 gp
 
|flavor=A magically inscribed block of ice shaped into a massive shield.
 
|flavor=A magically inscribed block of ice shaped into a massive shield.
 
|bonus=An Ice Aegis provides resistance to Fire and Cold equal to its Shield bonus (including any enhancement bonus).
 
|bonus=An Ice Aegis provides resistance to Fire and Cold equal to its Shield bonus (including any enhancement bonus).
|scalingbonus=An Ice Aegis has a +? levels enhancement bonus to AC.
+
|scalingbonus=An Ice Aegis has a +1/3 levels enhancement bonus to AC.
 
|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).
 
|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).
 
}}
 
}}
Line 1,057: Line 1,057:
 
|name=Kappa Shell
 
|name=Kappa Shell
 
|armor=+3
 
|armor=+3
|acp=-12
+
|acp=-6
 
|cost=500 gp
 
|cost=500 gp
 
|flavor=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.
 
|flavor=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.
|bonus=You may use both your hands while using this shield, but your attacks suffer a -2 penalty.
+
|bonus=You may use both your hands while using this shield.
 
}}
 
}}
  
Line 1,075: Line 1,075:
 
|name=Tower Shield
 
|name=Tower Shield
 
|armor=+4
 
|armor=+4
|acp=-10
+
|acp=-5
 
|cost=100 gp
 
|cost=100 gp
 
|flavor=Giant pieces of wood or metal, tower shields offer tremendous protection, but cannot be effectively used while mounted.
 
|flavor=Giant pieces of wood or metal, tower shields offer tremendous protection, but cannot be effectively used while mounted.
|bonus=You may claim ½ Cover. This must be declared at the start of your action and lasts until the start of your next action, but your own attacks suffer a -2 to hit penalty during this time.
+
|bonus=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.
 
}}
 
}}
  

Revision as of 12:05, 9 March 2014

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Adopter: Surgo (talk)
Original Author: Red Rob (talk)
Date Created: 8/5/2012
Status: Complete
Editing: Clarity edits only please
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Tome Armor

Rule Changes

So, while we're revising 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. So let's take a look at the rules as they stand:

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 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 stagger around.

This all 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. I would quantify that "stagger around" equates to only getting a Move action each turn until the armor is removed.

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.

Again, this all seems fine. ACP equating to spell failure avoids the need for a separate stat, and it can more simply be rendered "Roll a d20, if you get equal to or less than the ACP number your spell fails."

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.

Here is where the problem lies. 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 Dragonscale 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 would recommend just ignoring 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.

Note: 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.

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.

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.

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
Camouflaged Clothing
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.

Fancy Clothing
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.

Functional Clothing
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.

Kenpo Gi [Moderate Magic Item]
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.

Magic Clothing [Lesser Magic Item]
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.

Robe of the Archmagi [Greater Magic Item]
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.

Robe of Many Colors [Moderate Magic Item]
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.

Robe of Eyes [Greater Magic Item]
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.

Thief's Clothing
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.

Traveler's Cloak
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

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
* This armor is already masterwork and cannot be further improved.
Brigandine
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.

Chain Shirt
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.

Cord Armor
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.

Darkleaf Armor [Lesser Magic Item]
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.

Gray Armor
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.

Ironskin Leather
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.

Leather Armor
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.

Mithril Shirt
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.

Mysterious Membrane [Moderate Magic Item]
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.

Naga Hide [Moderate Magic Item]
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.

Spiderweb Clothing [Lesser Magic Item]
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

Still Suit
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.

Studded Leather Armor
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.

Thought Armor [Greater Magic Item]
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.

Unreal Armor [Greater Magic Item]
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.

Wicker Armor
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.

Winter Clothing
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

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
* This armor is already masterwork and cannot be further improved.
Adamantine Breastplate
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.

Animal Spirit Armor
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.

Bone Armor [Lesser Magic Item]
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.

Breastplate
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.

Chainmail
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.

Chitin Carapace
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.

Dragonscale Shirt
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.

Dryad Bark Suit [Lesser Magic Item]
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.

Elaborate Gown
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.

Gith Armor
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.

Hide Armor
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.

Juggernaut Armor [Greater Magic Item]
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.

Lamellar Armor
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.

Living Breastplate [Moderate Magic Item]
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.

Lobster Mail
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.

Mithril Suit
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.

Rime Hauberk [Moderate Magic Item]
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.

Ringmail
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.

Scale Mail
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.

Tempest Armor [Greater Magic Item]
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.

Troll Hide [Moderate Magic Item]
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

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.
Adamantine Carapace
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.

Coral Armor
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.

Demon Armor [Moderate Magic Item]
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.

Elukian Clay Armor [Lesser Magic Item]
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.

Dragonscale Suit
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).

Force Plate [Greater Magic Item]
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.

Full Plate
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.

Great Armor
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.

Half Plate
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.

Hoplite Armor
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.

Mechanus Armor [Greater Magic Item]
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.

Silk Steel Armor
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.

Stone Plate [Lesser Magic Item]
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’.

Sun Plate [Moderate Magic Item]
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

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
* This armor is already masterwork and cannot be further improved.
Adamantine Shield
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.

Buckler
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).

Dragonscale Shield
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.

Force Shield [Lesser Magic Item]
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.

Mithril Shield
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.

Steel Shield
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.

Vine Shield [Lesser Magic Item]
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.

Wooden Shield
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.

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
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.
Bone Wall
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.

Crystal Shield [Lesser Magic Item]
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.

Ice Aegis [Lesser Magic Item]
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).

Kappa Shell
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.

Kite 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.).

Tower Shield
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.


Back to Main Page3.5e HomebrewVariant Rules

AdopterSurgo +
AuthorRed Rob +
Identifier3.5e Variant Rule +
Rated ByTarkisflux + and Sunwitch +
RatingRating Pending +
SummaryRules for Tome armor. Meant to replace the unfinished Races of War rules for armor. +
TitleTome Armor +