Celegian Armors: Difference between revisions

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! Breastplate || +5 || +3 || -4 || 25% || 300 || 30 || 10 || 25
! Breastplate || +5 || +3 || -4 || 25% || 300 || 30 || 10 || 25
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Battle Plate +9(+11) +0 -9 55% 5500 120 10 50
Battle Plate +9(+11) +0 -9 55% 5500 120 10 50
Warplate +10(+12) +0 -10 70% 7500 190 10 65
Warplate +10(+12) +0 -10 70% 7500 190 10 65


Cavalry Armors
Cavalry Armors
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Battle Plate +11 +1 -7 55% 5 3500 100 10 50
Battle Plate +11 +1 -7 55% 5 3500 100 10 50
Warplate +12 +1 -8 70% 5 5000 160 10 65
Warplate +12 +1 -8 70% 5 5000 160 10 65




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When calculating the cost of a suit of armor made of extraordinary metals and materials, Battle plate is considered to cost twice as much as standard heavy armor, while War Plate is considered to cost three times as much. This reflects the much greater weight of material these suits demand. In addition to this, a full suit of mithril battle plate or war plate, and the articulating versions of those, are still considered to be heavy armor. Those suits of armor are so massive that even pure mithril cannot give them the properties of medium armor.
When calculating the cost of a suit of armor made of extraordinary metals and materials, Battle plate is considered to cost twice as much as standard heavy armor, while War Plate is considered to cost three times as much. This reflects the much greater weight of material these suits demand. In addition to this, a full suit of mithril battle plate or war plate, and the articulating versions of those, are still considered to be heavy armor. Those suits of armor are so massive that even pure mithril cannot give them the properties of medium armor.


Articulating Armor has a set of auxiliary armor plates permanently attached to it on swivels and pivots. These plates take up the space where Armor Spikes would go, so Articulating Armor cannot have Armor Spikes installed as well. If the wearer of Articulating Armor moves no more than 5 feet per round(declaring no Move action and only taking a five foot step), they can manipulate (usually by going into a slight crouch, moving arms and legs in certain small ways, and tensing certain muscles) these additional armor plates to increase their armor protection. This is an immediate free action for the proficient user. This is an increase in the inherent AC of the armor itself, not a bonus, for the purposes of stacking. Being flatfooted does NOT affect this bonus as long as the wearer has declared they are accepting the movement penalties while not in combat, but it is bypassed by Touch attacks.
Articulating Armor has a set of auxiliary armor plates permanently attached to it on swivels and pivots. If the wearer of Articulating Armor moves no more than 5 feet per round(declaring no Move action and only taking a five foot step), they can manipulate (usually by going into a slight crouch, moving arms and legs in certain small ways, and tensing certain muscles) these additional armor plates to increase their armor protection. This is an immediate free action for the proficient user. This is an increase in the inherent AC of the armor itself, not a bonus, for the purposes of stacking. Being flatfooted does NOT affect this bonus as long as the wearer has declared they are accepting the movement penalties while not in combat, but it is bypassed by Touch attacks.


When calculating the cost of a suit of Articulating Armor made of extraordinary metals and materials, all Articulating Armors are 50 percent more expensive than normal, due to the extra material needed and the additional craft work required. Thus, Articulating Full Plate is half again more expensive for the metals used, Articulating Battle Plate is two and a half times more expensive, and Articulating War Plate is 3 and a half times more expensive.
When calculating the cost of a suit of Articulating Armor made of extraordinary metals and materials, all Articulating Armors are 50 percent more expensive than normal, due to the extra material needed and the additional craft work required. Thus, Articulating Full Plate is half again more expensive for the metals used, Articulating Battle Plate is two and a half times more expensive, and Articulating War Plate is 3 and a half times more expensive.
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Cavalry Armor is a standard set of armor with the leggings replaced with heavier and more robust leg plates. Cavalry armor requires the Exotic Armor Proficiency, but proficiency applies to all types of Cavalry Armor. The much heavier and stiffer legs make the armor considerably more protective at the expense of making it far more difficult to walk. This is not an issue when mounted, and so many dedicated riders use Cavalry armors. Even better, when riding a mount while wearing Cavalry armor, the armor class increase granted by the special leggings are also added to the Armor Class of the mount. In all cases, this is +2 armor for the mount, plus any enhancement bonus to AC the armor may possess. This bonus only applies while the rider is mounted and wearing the armor. The movement penalty does not hamper the wearer's ability to mount and dismount nce he has reached his mount. Note that due to the specialized nature of this armor, the movement penalty applies even to characters that may have class or racial abilities that normally negate some or all armor penalties, such as Dread Commandos and Dwarves.
Cavalry Armor is a standard set of armor with the leggings replaced with heavier and more robust leg plates. Cavalry armor requires the Exotic Armor Proficiency, but proficiency applies to all types of Cavalry Armor. The much heavier and stiffer legs make the armor considerably more protective at the expense of making it far more difficult to walk. This is not an issue when mounted, and so many dedicated riders use Cavalry armors. Even better, when riding a mount while wearing Cavalry armor, the armor class increase granted by the special leggings are also added to the Armor Class of the mount. In all cases, this is +2 armor for the mount, plus any enhancement bonus to AC the armor may possess. This bonus only applies while the rider is mounted and wearing the armor. The movement penalty does not hamper the wearer's ability to mount and dismount nce he has reached his mount. Note that due to the specialized nature of this armor, the movement penalty applies even to characters that may have class or racial abilities that normally negate some or all armor penalties, such as Dread Commandos and Dwarves.




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Puremetal: Armor weight is unchanged. Arcane spell failure chance is reduced by 10 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 1 (minimum zero).
Puremetal: Armor weight is unchanged. Arcane spell failure chance is reduced by 10 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 1 (minimum zero).


Heavy:
Heavy:
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Puremetal: Armor weight is unchanged. Arcane spell failure chance is reduced by 10 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 1 (minimum zero).
Puremetal: Armor weight is unchanged. Arcane spell failure chance is reduced by 10 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 1 (minimum zero).


Note on Magical Effects and Materials Effects:
Note on Magical Effects and Materials Effects:
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Further note that a suit of silkenmail can be thus enchanted for more AC, DR, and possibly ER (depending upon add-on metals) and combined with a suit of standard armor. All like bonuses stack in these cases, with the standard silkenmail -1 taken into account. (DR 7/slashing will not stack with DR 7/-, for example, because the bonuses are not identical.) The difficulty check for combining such a massively enchanted suit of armor is likely to be quite high, and failure ruins the silkenmail as usual.
Further note that a suit of silkenmail can be thus enchanted for more AC, DR, and possibly ER (depending upon add-on metals) and combined with a suit of standard armor. All like bonuses stack in these cases, with the standard silkenmail -1 taken into account. (DR 7/slashing will not stack with DR 7/-, for example, because the bonuses are not identical.) The difficulty check for combining such a massively enchanted suit of armor is likely to be quite high, and failure ruins the silkenmail as usual.




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2-hand Weapon +4,000 gp
2-hand Weapon +4,000 gp
Other Items +1500
Other Items +1500


Type of Mithril Item Item Cost Modifier
Type of Mithril Item Item Cost Modifier
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Shield +1,000 gp
Shield +1,000 gp
Other items +500 gp/lb.
Other items +500 gp/lb.




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2H Weapon +8000 gp
2H Weapon +8000 gp
Other items +1000gp/lb
Other items +1000gp/lb


Type of Bloodgold item Item Cost Modifier
Type of Bloodgold item Item Cost Modifier
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Tapestry, etc +5000gp
Tapestry, etc +5000gp
Miscellaneous +500gp/lb
Miscellaneous +500gp/lb


Type of Ambergold Item Item Cost Modifier
Type of Ambergold Item Item Cost Modifier
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Medium Armor +3000gp
Medium Armor +3000gp
Miscellaneous +200gp/lb
Miscellaneous +200gp/lb




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Tapestry, etc +1000
Tapestry, etc +1000
Miscellaneous +100 gp/lb
Miscellaneous +100 gp/lb


Type of Aurium Item Item Cost Modifier
Type of Aurium Item Item Cost Modifier
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Tapestry, etc +10,000
Tapestry, etc +10,000
Miscellaneous +1000 gp/lb
Miscellaneous +1000 gp/lb




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1-hand Weapon +2,500
1-hand Weapon +2,500
2-hand Weapon +4,000 gp/lb
2-hand Weapon +4,000 gp/lb


Type of Bloodsilver Item Item Cost Modifier
Type of Bloodsilver Item Item Cost Modifier
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Medium Armor +10,000gp
Medium Armor +10,000gp
Heavy Armor +15,000gp
Heavy Armor +15,000gp


Type of Glassteel Item Item Cost Modifier
Type of Glassteel Item Item Cost Modifier
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2-hand Weapon +3,000 gp
2-hand Weapon +3,000 gp
Other Items +1000 gp/lb
Other Items +1000 gp/lb




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Medium Armor +1,000gp
Medium Armor +1,000gp
Heavy Armor +1,500gp/lb
Heavy Armor +1,500gp/lb


Type of Peacemetal Item Item Cost Modifier
Type of Peacemetal Item Item Cost Modifier
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Medium armor +2,000 gp
Medium armor +2,000 gp
Heavy armor +5,000 gp
Heavy armor +5,000 gp


Type of StoneWood Item Item Cost Modifier
Type of StoneWood Item Item Cost Modifier
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2-hand Weapon +1,000 gp
2-hand Weapon +1,000 gp
Other Items +400 gp/lb
Other Items +400 gp/lb


Type of Ironwood Item Item Cost Modifier
Type of Ironwood Item Item Cost Modifier
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2-hand Weapon +2,000 gp
2-hand Weapon +2,000 gp
Other Items +700 gp/lb
Other Items +700 gp/lb


Type of Steelwood Item Item Cost Modifier
Type of Steelwood Item Item Cost Modifier
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2-hand Weapon +2,500 gp
2-hand Weapon +2,500 gp
Other Items +900 gp/lb
Other Items +900 gp/lb


Type of DoleMetal Item Item Cost Modifier
Type of DoleMetal Item Item Cost Modifier

Latest revision as of 18:34, 22 June 2019