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==Celegian Armors==
==Celegian Armors==


=== Table: Celegian Solid Armors ===
=== Table: Celegian Solid Armors ===
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! Breastplate || +5 || +3 || -4 || 25% || 300 || 30 || 10 || 25
! Breastplate || +5 || +3 || -4 || 25% || 300 || 30 || 10 || 25
|}
|}


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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! Warplate || +10 || +1 || -8 || 65% || 3500 || 150 || 10 || 60
! Warplate || +10 || +1 || -8 || 65% || 3500 || 150 || 10 || 60
|}
|}


===Articulating Armors===
===Articulating Armors===
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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
Medium AC Dex Penalty Spell Move Cost Weight Hardness HP
Medium AC Dex Penalty Spell Move Cost Weight Hardness HP
Scale Mail +6 +3 -4 25% 15 150 40 10 25
Scale Mail +6 +3 -4 25% 15 150 40 10 25


Heavy AC Dex Penalty Spell Move Cost Weight Hardness HP
Heavy AC Dex Penalty Spell Move Cost Weight Hardness HP
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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.


Full Plate is the classic “suit of steel” people think of when they think of full armor. Battle Plate is very similar except the metal used is much thicker, with deeper padding and generally more massive. War Plate is thicker still, and adds extra plating around the groin, armpits, elbows, knees and neck.
Full Plate is the classic "suit of people think of when they think of full armor. Battle Plate is very similar except the metal used is much thicker, with deeper padding and generally more massive. War Plate is thicker still, and adds extra plating around the groin, armpits, elbows, knees and neck.


The Heavy Armor Optimization Feat is usable with any Articulating armor, even if it is considered to be a medium or light suit of armor. The Heavy Armor Optimization feat is also usable with War Plate and Battle Plate, as long as the wearer is proficient in wearing these types of armor.
The Heavy Armor Optimization Feat is usable with any Articulating armor, even if it is considered to be a medium or light suit of armor. The Heavy Armor Optimization feat is also usable with War Plate and Battle Plate, as long as the wearer is proficient in wearing these types of armor.


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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When Silkenmail is layered with standard armor this way, the weight of the Silkenmail is halved, rounded up to the nearest pound, and the AC bonus, DR bonus, and ER bonus of the Silkenmail is reduced by 1. The original suit with the lowest Dex modifier is the Dex modifier of the combined suit. After then, all of the other attributes of the combined armor stack together, adding the AC bonus, DR, Armor Check Penalty, Arcane Spell Failure Chance, and Costs.
When Silkenmail is layered with standard armor this way, the weight of the Silkenmail is halved, rounded up to the nearest pound, and the AC bonus, DR bonus, and ER bonus of the Silkenmail is reduced by 1. The original suit with the lowest Dex modifier is the Dex modifier of the combined suit. After then, all of the other attributes of the combined armor stack together, adding the AC bonus, DR, Armor Check Penalty, Arcane Spell Failure Chance, and Costs.


Type         AC Dex Pen DR Spell Cost Weight Hardness HP
Type         AC Dex Pen DR Spell Cost Weight Hardness HP
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Thick Allover 4 4 -3 10 15% 60,000 10 4 18
Thick Allover 4 4 -3 10 15% 60,000 10 4 18


When each suit of Silkenmail is made, it is woven in one of two ways. This determines what type of attack the suit will be vulnerable to. "Hardweave" is woven in such a way that the silken mail has a smooth, hard, texture such that slashing attacks skitter off harmlessly, but is easily overcome by a piercing attack. "Tightweave" is woven in such a way that the silkenmail has a rough, raised texture and very tiny spaces between the threads, such that piercing attacks are caught and held harmless but slicing attacks easily slash through the valleys. In game terms, silkenmail DR protects against all melee attacks, but each suit is penetrated by either slashing or piercing damage. This is impossible to tell by looking, but quickly becomes apparent in combat. Note that all silkenmail is also available in masterwork versions at normal armor prices. Masterwork silkenmail, as per the usual masterwork armor rules, has the Armor Penalty reduced by one. Masterwork Silkenmail is very popular with many successful rogues, and a masterwork silkenmail suit or allover suit in black with ambergold threading is often considered the mark of success in those circles.


When each suit of Silkenmail is made, it is woven in one of two ways. This determines what type of attack the suit will be vulnerable to. “Hardweave” is woven in such a way that the silken mail has a smooth, hard, texture such that slashing attacks skitter off harmlessly, but is easily overcome by a piercing attack. “Tightweave” is woven in such a way that the silkenmail has a rough, raised texture and very tiny spaces between the threads, such that piercing attacks are caught and held harmless but slicing attacks easily slash through the valleys. In game terms, silkenmail DR protects against all melee attacks, but each suit is penetrated by either slashing or piercing damage. This is impossible to tell by looking, but quickly becomes apparent in combat. Note that all silkenmail is also available in masterwork versions at normal armor prices. Masterwork silkenmail, as per the usual masterwork armor rules, has the Armor Penalty reduced by one. Masterwork Silkenmail is very popular with many successful rogues, and a masterwork silkenmail suit or allover suit in black with ambergold threading is often considered the mark of success in those circles.
Exotic Materials
 
 
 
“Common” Exotic Materials


Light:
Light:


While any armor can be made of nearly any material, it is very uncommon to see the pure dweomermetals such as Argent or the top-shelf alloys like truemetal in light armor. They simply are poorly suited for such. Also, common sense should be applied: Paramount alloy has no applicablity to hide armor, for example. Surprisingly, glassteel can be used with fabric, hide, padded, and similar “soft” armors, as Celegian glass-smiths can magically spin glass so thin that it is flexible, and then the entire spool can be converted to glassteel. In general, you see mostly the following materials applied to the following armor weights:
While any armor can be made of nearly any material, it is very uncommon to see the pure dweomermetals such as Argent or the top-shelf alloys like truemetal in light armor. They simply are poorly suited for such. Also, common sense should be applied: Paramount alloy has no applicablity to hide armor, for example. Surprisingly, glassteel can be used with fabric, hide, padded, and similar armors, as Celegian glass-smiths can magically spin glass so thin that it is flexible, and then the entire spool can be converted to glassteel. In general, you see mostly the following materials applied to the following armor weights:


Argent: Replaces some links, or inlaid on the surface. Not usable with cloth or leather armors, but may be added to studded leather. Adds +1 AC, -5% Spell Failure, Adds 1 Energy Resistance to all types of Energy.
Argent: Replaces some links, or inlaid on the surface. Not usable with cloth or leather armors, but may be added to studded leather. Adds +1 AC, -5% Spell Failure, Adds 1 Energy Resistance to all types of Energy.
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Ambergold: : Added as woven-in threads, replaces some links, or inlaid on the surface. Adds +1 AC, Energy Resistance 2 versus all energy types, and increases the Maximum Dexterity allowed by one.
Ambergold: : Added as woven-in threads, replaces some links, or inlaid on the surface. Adds +1 AC, Energy Resistance 2 versus all energy types, and increases the Maximum Dexterity allowed by one.


Cuprium: Only usable on cloth, wood, hide, leather, and the like, as it must be soaked into the material. Adds +1 AC, –5% spell casting failure.
Cuprium: Only usable on cloth, wood, hide, leather, and the like, as it must be soaked into the material. Adds +1 AC, -5% spell casting failure.


Glassteel: Usable with all light armors. Cuts weight by 50 percent. Adds Energy Resistance 6 versus Acid, Fire, Cold, and Lightning, the armor itself takes double damage from attacks targeted at it that are sonic. Immune to rust, heat metal, etc.
Glassteel: Usable with all light armors. Cuts weight by 50 percent. Adds Energy Resistance 6 versus Acid, Fire, Cold, and Lightning, the armor itself takes double damage from attacks targeted at it that are sonic. Immune to rust, heat metal, etc.
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Puremetal: Usable with chain or studded leather. 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: Usable with chain or studded leather. 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).


Medium:
Medium:
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Argent: Adds +1 AC, -10% Spell Failure, adds 2 Energy Resistance versus all types of Energy.
Argent: Adds +1 AC, -10% Spell Failure, adds 2 Energy Resistance versus all types of Energy.


Bloodsilver: Cuts weight by 50 percent. The Armor Class of the Armor increases by one. Arcane spell failure chance is reduced by 5 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 2(minimum zero). Armor is considered one size “lighter” for penalty purposes.
Bloodsilver: Cuts weight by 50 percent. The Armor Class of the Armor increases by one. Arcane spell failure chance is reduced by 5 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 2(minimum zero). Armor is considered one size for penalty purposes.


Bloodgold: Added as woven-in threads, replaces some links, or inlaid on the surface. Adds +1 AC, and Energy Resistance 2 versus all energy types. Bloodgold gives no other benefits on medium and heavier armors, and gives no benefit at all on heavy armors.
Bloodgold: Added as woven-in threads, replaces some links, or inlaid on the surface. Adds +1 AC, and Energy Resistance 2 versus all energy types. Bloodgold gives no other benefits on medium and heavier armors, and gives no benefit at all on heavy armors.


Ambergold: Added as woven-in threads, replaces some links, or inlaid on the surface. Adds +1 AC and Energy Resistance 2 versus all energy types. Ambergold gives no other benefits on medium armors, and gives no benefit at all on heavy armors.
Ambergold: Added as woven-in threads, replaces some links, or inlaid on the surface. Adds +1 AC and Energy Resistance 2 versus all energy types. Ambergold gives no other benefits on medium armors, and gives no benefit at all on heavy armors.
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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:


 
Mithril: As standard rules. Halves weight, Armor is considered Medium, and Max Dex is increased by 2. Armor Penalty is reduced by 3. Arcane Spell Failure is reduced by 15%. Armor is considered one size class except for battle and war plate.
Mithril: As standard rules. Halves weight, Armor is considered Medium, and Max Dex is increased by 2. Armor Penalty is reduced by 3. Arcane Spell Failure is reduced by 15%. Armor is considered one size class “lighter” except for battle and war plate.


Adamantine: As standard rules. Adds DR 3/-.
Adamantine: As standard rules. Adds DR 3/-.


Bloodsilver: Cuts weight by 50 percent. The Armor Class of the Armor increases by one. Arcane spell failure chance is reduced by 5 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 2(minimum zero). Armor is considered one size “lighter” for penalty purposes, except for battle and war plate.
Bloodsilver: Cuts weight by 50 percent. The Armor Class of the Armor increases by one. Arcane spell failure chance is reduced by 5 percent. The Maximum Dexterity Adjustment allowed increases by 1. The Armor Penalty is reduced by 2(minimum zero). Armor is considered one size for penalty purposes, except for battle and war plate.


Argent: Adds +1 AC, -10% Spell Failure, +1 Maximum Dexterity Adjustment, Adds Energy Resistance 3 versus all Energy types.
Argent: Adds +1 AC, -10% Spell Failure, +1 Maximum Dexterity Adjustment, Adds Energy Resistance 3 versus all Energy types.
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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
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2-hand Weapon +6,000 gp
2-hand Weapon +6,000 gp
Other Items +2500gp/lb
Other Items +2500gp/lb


Type of Truemetal Item Item Cost Modifier
Type of Truemetal Item Item Cost Modifier
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2-hand Weapon +10,000 gp
2-hand Weapon +10,000 gp
Other Items +3000 gp/lb
Other Items +3000 gp/lb


Type of Paramount Alloy Item Item Cost Modifier
Type of Paramount Alloy Item Item Cost Modifier
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2-hand Weapon +50,000 gp
2-hand Weapon +50,000 gp
Other Items +10.000 gp/lb
Other Items +10.000 gp/lb


Type of Adamantium Item Item Cost Modifier
Type of Adamantium Item Item Cost Modifier
All items Priceless!
All items Priceless!

Latest revision as of 18:34, 22 June 2019