Celegian Armors: Difference between revisions

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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.
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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. "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. "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.






"Common” Exotic Materials
"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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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.
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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.
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.


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.

Revision as of 22:33, 5 January 2016