Celegian Armors

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Return to Life in Celegia

Celegian Armors

Table: Celegian Solid Armors

Medium AC Dex Penalty Spell Cost Weight Hardness HP
Scale Mail +4 +3 -4 25% 50 30 10 20
Breastplate +5 +3 -4 25% 300 30 10 25


Heavy AC Dex Penalty Spell Cost Weight Hardness HP
Banded Mail +5 +2 -6 35% 250 35 10 30
Splint Mail +6 +0 -7 40% 200 45 10 30
Half Plate +7 +0 -7 40% 600 50 10 35
Full Plate +8 +1 -6 35% 1500 50 10 40
Battle Plate +9 +1 -7 50% 2500 90 10 45
Warplate +10 +1 -8 65% 3500 150 10 60


Articulating Armors

Medium AC Dex Penalty Spell Cost Weight Hardness HP
Scale Mail +4(+6) +2 -6 30% 250 40 10 25

Heavy AC Dex Penalty Spell Cost Weight Hardness HP Banded Mail +5(+7) +1 -8 40% 1250 45 10 35 Full Plate +8(+10) +0 -8 40% 3500 70 10 45 Battle Plate +9(+11) +0 -9 55% 5500 120 10 50 Warplate +10(+12) +0 -10 70% 7500 190 10 65


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


Heavy AC Dex Penalty Spell Move Cost Weight Hardness HP Banded Mail +7 +2 -6 35% 10 350 45 10 35 Splint Mail +8 +0 -7 45% 10 300 50 10 35 Half Plate +9 +0 -7 45% 10 800 60 10 40 Full Plate +10 +1 -6 40% 10 2000 60 10 45 Battle Plate +11 +1 -7 55% 5 3500 100 10 50 Warplate +12 +1 -8 70% 5 5000 160 10 65



Note that there are many more types of armor available in the Empire than these, but in most cases they are identical to the standard armors in the SRD.

Battle Plate and War Plate require Exotic Armor Proficiency to wear properly. Articulating Armor also requires Exotic Armor Proficiency to wear properly. However, only one of the two is needed: If you are proficient in Articulating Armors, you are proficient with ALL of them, including Battle and War plate. If you are proficient in Battle plate or War plate, you are also proficient in the Articulating version of that 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.

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.

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.



Silkenmail

Silkenmail is made of heavy woven spidersilk, steeped in a strong Cuprium solution until it is saturated, and often shot through with bloodgold threads.

Silkenmail may be worn without an Exotic Armor proficiency at the cost of losing one point of AC (minimum zero) and one point of Damage Resistance(minimum zero.). If the Silkenmail weighs three pounds or less, it requires no armor proficiency at all, and can be worn as clothing. (Yes, this applies to Monks as well. Indeed, many articles of true clothing in Celegia are reinforced this way and sold purely AS clothing. Having the proficiency is simply a bonus.) If the Silkenmail weighs 4 pounds or more, it requires a Light Armor proficiency to wear adequately. If 4 pound or heavier Silkenmail is worn without a Light Armor proficiency, then the penalties for non-proficiency apply as well as the loss of AC and DR.

If an Exotic Weapon Proficiency:Silkenmail is taken, then the silkenmail can be worn with no penalties, and better still, a set of Silkenmail can be worn underneath a suit of standard armor in place of the usual padding! Adapting a suit of Silkenmail to wear with a suit of regular armor requires a Craft Armor check against DC 10+ the total AC+DR+ER bonus the suit of armor provides. For purposes of this check, all the magical enhancements on all three aspects of both suits of armor must all be added together, along with all the inherent bonuses provided by the material. For the heavier suits of armor, this check is NOT trivial, and failure ruins the Silkenmail, so approach with caution! Once combined in this way, the combined suit of armor is considered to be a single suit of armor for all purposes, but it cannot be further enchanted without seperating the pieces. To seperate a suit of armor and silkenmail takes another Craft Armor check to uncombine them that is of the same difficulty as that needed to combine them.

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 Thin Shirt 0 10 0 2 0 1200 2 2 4 Shirt 1 9 0 3 0 1500 3 2 5 Thick Shirt 2 8 -1 4 5% 2000 4 2 6 Thin Tunic 0 10 0 4 0 3500 3 2 7 Tunic 1 9 -1 5 5% 5000 4 2 8 Thick Tunic 2 8 -2 6 10% 7000 5 2 9 Thin Suit 1 8 0 6 0 10,000 5 3 9 Suit 2 7 -1 7 5% 15,000 6 3 10 Thick Suit 3 6 -2 8 10% 20,000 7 3 11 Thin Allover 2 6 -1 8 5% 30,000 6 4 15 Allover 3 5 -2 9 10 40,000 8 4 16 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.


“Common” Exotic Materials

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:

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.

Bloodsilver: Usable with studded leather or a chain shirt. 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).

Bloodgold: Added as woven-in threads, replaces some links, or inlaid on the surface. Adds +1 AC, Energy Resistance 2 versus all energy types, and lowers the Armor Penalty 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.

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.

Ironwood: Usable with chain only. Cuts weight by 50 percent. Adds Energy Resistance 6 versus Cold and Electricity, Energy Resistance 3 versus Acid, but the armor is destroyed by any effect using fire or cold that is directed at the armor itself. Immune to rust, heat metal, etc.

Mithril: Usable with studded leather or chain. Cuts weight by 50 percent. Armors made of pure mithril are considered one weight class lower in regards who can wear them and with what proficiency. Arcane Spell Failure change is reduced by 10%. The Maximum Dexterity Adjustment allowed increases by 2. The Armor Penalty is reduced by 3 (minimum zero).

Steelwood: Usable with chain only. Cuts weight by 50 percent. Adds Energy Resistance 6 versus Cold and Electricity, Energy Resistance 3 versus Acid, but the armor is destroyed by any effect using fire or cold that is directed at the armor itself. Immune to rust, heat metal, etc.

Stonewood: Usable with chains only. Cuts weight by 50 percent. Adds Energy Resistance 6 versus Electricity, Energy Resistance 3 versus Acid, Fire, Cold, and Sonic, but the armor is destroyed by any Shatter Spell or successful Sunder attempt that is directed at the armor itself. Immune to rust, heat metal, etc.

Peacemetal: Usable with chain or studded leather. Cuts weight by 50 percent. 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:

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.

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.

Mithril: As standard rules. Halves weight, Armor is considered Light, and Max Dex is increased by 2. Armor Penalty is reduced by 3.

Stonewood: Cuts weight by 50 percent. Adds Energy Resistance 10 versus Electricity, Energy Resistance 5 versus Acid, Fire, Cold, and Sonic, but the armor suffers double damage from any Shatter Spell or successful Sunder attempt that is directed at the armor itself. Immune to rust, heat metal, etc.

Ironwood: Cuts weight by 50 percent. Adds Energy Resistance 10 versus Cold and Electricity, Energy Resistance 5 versus Acid, but the armor suffers double damage from any effect using fire or cold that is directed at the armor itself. Immune to rust, heat metal, etc.

Steelwood: Cuts weight by 50 percent. Adds Energy Resistance 10 versus Cold and Electricity, Energy Resistance 5 versus Acid, but the armor suffers double damage from any effect using fire or cold that is directed at the armor itself. Immune to rust, heat metal, etc.

Glasssteel: Cuts weight by 50 percent. Adds Energy Resistance 10 versus Acid, Fire, Cold and Lightning, but the armor itself takes double damage from attacks targeted at it that are sonic. Immune to rust, heat metal, etc.

Adamantine: Weight is the same as normal. Adds Damage Resistance 2/-.

Dolemetal: Adds 50 percent to the weight of the Armor. Adds one AC to the Armor. Adds Damage Resistance 2/-. Adds Energy Resistance 2 versus all energy types.

Truemetal: Adds 100 percent to the weight of the Armor. Adds one AC to the Armor. Adds Damage Resistance 4/-. Adds Energy Resistance 3 versus all energy types. The Arcane Spell failure chance increases by 5 percentage points. The Armor Check Penalty becomes 1 worse for the wearer.

Paramount Alloy: Adds 100 percent to the weight of the Armor. Adds two AC to the Armor. Adds Damage Resistance 6/-. Adds Energy Resistance 5 versus all energy types. The Arcane Spell failure chance increases by 10 percentage points. The Maximum Dexterity Adjustment possible becomes 1 worse. The Armor Check Penalty becomes 1 worse for the wearer.

Peacemetal: Cuts weight by 50 percent. 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:


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/-.

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.

Argent: Adds +1 AC, -10% Spell Failure, +1 Maximum Dexterity Adjustment, Adds Energy Resistance 3 versus all Energy types.

Glassteel: Cuts weight by 50 percent. Adds Energy Resistance 16 versus Acid, Fire, Cold, and Lightning, the armor itself takes 50 percent more damage from attacks targeted at it that are sonic. Immune to rust, heat metal, etc.

Dolemetal: Adds 50 percent to the weight of the Armor. Adds one AC to the Armor. Adds Damage Resistance 3/-. Adds Energy Resistance 2 versus all energy types.

Truemetal: Adds 100 percent to the weight of the Armor. Adds one AC to the Armor. Adds Damage Resistance 6/-. Adds Energy Resistance 3 versus all energy types. The Arcane Spell failure chance increases by 5 percentage points. The Armor Check Penalty becomes 1 worse for the wearer.

Paramount Alloy: Adds 100 percent to the weight of the Armor. Adds two AC to the Armor. Adds Damage Resistance 9/-. Adds Energy Resistance 5 versus all energy types. The Arcane Spell failure chance increases by 10 percentage points. The Maximum Dexterity Adjustment possible becomes 1 worse. The Armor Check Penalty becomes 1 worse for the wearer.

Peacemetal: Cuts weight by 50 percent. 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:

Many of the material Effects and magical effects of armor are similar. In all cases, these effects stack beneficially for the wearer. It is quite common to use a Magical Effect on a suit of enchanted armor to enhance the material effect it already has, and equally as common to use a Magical Effect to compensate for a weakness in a material effect. (A magical effect cannot normally imbue a material effect that is absent, however, unless the referee spefically allows it.)

In addition, in Celegia, the art of crafting magical armors has reached tremendous levels of development. An armorsmith in Celgia can choose to add or increase an enhancement bonus to the armor bonus at standard prices (bonus squared times 1000 gold) or can add an enhancement bonus to the DR or ER of a suit of armor. These are enhancement bonuses called a DR bonus or an ER bonus. An enhancement bonus added via magic adds to all types of DR or ER that the armor possesses, you do not have to enhance each type of DR and ER seperately.

Magical enhancements to ER or DR (or both) may only be added to armor that already possesses that ability, usually through the use of an exceptional material.

A DR or ER bonus costs twice as much as an armor bonus, namely bonus squared times 2000 gold.

Thus, it is possible to get a sufficiently well-made suit of armor enchanted at least three times, once to improve the AC, once to improve the DR, and once to improve the ER, all using the Craft:Armor and Weapons Feat. The seperate costs for all three of these enchantments are calulated and then added together to determine the final cost of the suit of armor.

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.




Type of Adamantine Item Item Cost Modifier Ammunition +60 gp Light armor +5,000 gp Medium armor +10,000 gp Heavy armor +15,000 gp Light Weapon +1000 gp 1-hand Weapon +3,000 gp 2-hand Weapon +4,000 gp Other Items +1500


Type of Mithril Item Item Cost Modifier Light armor +1,000 gp Medium armor +4,000 gp Heavy armor +9,000 gp Shield +1,000 gp Other items +500 gp/lb.



Type of Argent Item Item Cost Modifier Ammunition +40 gp Light Armor +2500 gp Medium Armor +6000 gp Heavy Armor +12,000 gp Shield +3000 gp Light Weapon +2000 gp 1H Weapon +5000 gp 2H Weapon +8000 gp Other items +1000gp/lb


Type of Bloodgold item Item Cost Modifier Clothing +1000gp Robes +2000gp Light Armor +3000gp Medium Armor +6000gp Tapestry, etc +5000gp Miscellaneous +500gp/lb


Type of Ambergold Item Item Cost Modifier Clothing +500gp Robes +1000gp Tapestry, etc +2000gp Light Armor +1500 Medium Armor +3000gp Miscellaneous +200gp/lb



Type of Cuprium Item Item Cost Modifier Clothing +200 Robes +400 Light Armor +2000 Tapestry, etc +1000 Miscellaneous +100 gp/lb


Type of Aurium Item Item Cost Modifier Clothing +2000 Robes +4000 Tapestry, etc +10,000 Miscellaneous +1000 gp/lb



Type of Bladesilver Item Item Cost Modifier Light Weapon +1,000 1-hand Weapon +2,500 2-hand Weapon +4,000 gp/lb


Type of Bloodsilver Item Item Cost Modifier Light Armor +4,000gp Medium Armor +10,000gp Heavy Armor +15,000gp


Type of Glassteel Item Item Cost Modifier Light armor +4,500 gp Medium armor +8,000 gp Heavy armor +10,000 gp Light Weapon +1000 gp 1-hand Weapon +2,000 gp 2-hand Weapon +3,000 gp Other Items +1000 gp/lb



Type of PureMetal Item Item Cost Modifier Light Weapon +200 1-hand Weapon +500 2-hand Weapon +800 Light Armor +800gp Medium Armor +1,000gp Heavy Armor +1,500gp/lb


Type of Peacemetal Item Item Cost Modifier Light armor +500 gp Medium armor +2,000 gp Heavy armor +5,000 gp


Type of StoneWood Item Item Cost Modifier Light armor +1,500 gp Medium armor +5,000 gp Light Weapon +300 gp 1-hand Weapon +600 gp 2-hand Weapon +1,000 gp Other Items +400 gp/lb


Type of Ironwood Item Item Cost Modifier Light armor +2,500 gp Medium armor +8,000 gp Light Weapon +600 gp 1-hand Weapon +1,000 gp 2-hand Weapon +2,000 gp Other Items +700 gp/lb


Type of Steelwood Item Item Cost Modifier Light armor +3,000 gp Medium armor +10,000 gp Light Weapon +900 gp 1-hand Weapon +1,500 gp 2-hand Weapon +2,500 gp Other Items +900 gp/lb


Type of DoleMetal Item Item Cost Modifier Ammunition +90 gp Light armor +7.500 gp Medium armor +15,000 gp Heavy armor +23,000 gp Light Weapon +1,500 gp 1-hand Weapon +4,500 gp 2-hand Weapon +6,000 gp Other Items +2500gp/lb


Type of Truemetal Item Item Cost Modifier Ammunition +100 gp Light armor +10,000 gp Medium armor +20,000 gp Heavy armor +30,000 gp Light Weapon +2000 gp 1-hand Weapon +5,000 gp 2-hand Weapon +10,000 gp Other Items +3000 gp/lb


Type of Paramount Alloy Item Item Cost Modifier Ammunition +300 gp Light armor +30,000 gp Medium armor +50,000 gp Heavy armor +75,000 gp Light Weapon +10.000 gp 1-hand Weapon +30,000 gp 2-hand Weapon +50,000 gp Other Items +10.000 gp/lb


Type of Adamantium Item Item Cost Modifier All items Priceless!