SRD:Full Plate Armor

From D&D Wiki

Revision as of 19:52, 22 April 2009 by Dmilewski (talk | contribs) (Changes references from (Endhaven) to (Endhaven Supplmenet))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
This material is published under the OGL 1.0a.
Full Plate [Heavy]
Maximum Dex Bonus: +1
Armor Check Penalty: −6
Arcane Spell Failure Chance: 35%
Hardness: 10
Size Cost Armor
Bonus
Weight Hit
Points
Humanoid Nonhumanoid
Fine 750 gp 1,500 gp +4 5 lb. 2
Diminutive 750 gp 1,500 gp +4 5 lb. 5
Tiny 750 gp 1,500 gp +4 5 lb. 10
Small 1,500 gp 3,000 gp +8 25 lb. 20
Medium 1,500 gp 3,000 gp +8 50 lb. 40
Large 3,000 gp 6,000 gp +8 100 lb. 80
Huge 6,000 gp 12,000 gp +8 250 lb. 160
Gargantuan 12,000 gp 24,000 gp +8 400 lb. 320
Colossal 24,000 gp 48,000 gp +8 600 lb. 640
Speed1
Base 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. 90 ft. 100 ft.
Armored 15 ft. 20 ft. 30 ft. 35 ft. 40 ft. 50 ft. 55 ft. 60 ft. 70 ft.
  1. When running in heavy armor, you move only triple your speed, not quadruple.

Description/Notes

The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4×100) gold pieces.

Enhancements

These are the prices for this item when made with specific materials or enhancements.

Full Plate Material Enhancements
Material Cost1 Hardness Hit Points Special
Steel 1,650 gp 10 40
Adamantine 16,500 gp 20 53 Grants wearer DR 3/—
Crystal, Deep 2,500 gp 10 40 No rusting
Crystal, Mundane 1,650 gp 8 33 No rusting
Dragonhide 3,300 gp 10 13 Usable by druids
Mithral 10,500 gp 15 40 Half weight,
Treated as medium armor,
increased max Dex bonus (+2),
reduced armor check penalty (3; min 0),
reduced arcane spell failure chance (10%)
  1. The given costs include the masterwork component. The armor check penalties for masterwork armor and shields are lessened by 1, except mithral. The armor check penalties for mithril armor and shields are reduced by 3.
Magical/Psionic Armor and Shield Enhancements
Bonus Value Additional Cost Hardness Increase1 Additional hp1
+1 +1,000 gp +2 +10
+2 +4,000 gp +4 +20
+3 +9,000 gp +6 +30
+4 +16,000 gp +8 +40
+5 +25,000 gp +10 +50
+6 +36,000 gp2 +12 +60
+7 +49,000 gp2 +14 +70
+8 +64,000 gp2 +16 +80
+9 +81,000 gp2 +18 +90
+10 +100,000 gp2 +20 +100
+11 or more + bonus squared
× 10,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Unlike the additional cost, the increase to the armor or shield's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  2. If the armor or shield has a magical bonus greater than +5 or a special ability worth more than +5, then it's epic. Multiply magic cost by 10.

Back to Main Page3.5e HomebrewEquipmentMagical Armor Enhancements

See Also



Back to Main Page3.5e Open Game ContentSystem Reference DocumentArmor

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: