SRD:Half-Plate Armor

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This material is published under the OGL 1.0a.
Half-Plate [Heavy]
Maximum Dex Bonus: +0
Armor Check Penalty: –7
Arcane Spell Failure Chance: 40%
Hardness: 10
Size Cost Armor
Bonus
Weight Hit
Points
Humanoid Nonhumanoid
Fine 300 gp 600 gp +3 5 lb. 2
Diminutive 300 gp 600 gp +3 5 lb. 4
Tiny 300 gp 600 gp +3 5 lb. 8
Small 600 gp 1,200 gp +7 25 lb. 17
Medium 600 gp 1,200 gp +7 50 lb. 35
Large 1,200 gp 2,400 gp +7 100 lb. 70
Huge 2,400 gp 4,800 gp +7 250 lb. 140
Gargantuan 4,800 gp 9,600 gp +7 400 lb. 280
Colossal 9,600 gp 19,200 gp +7 600 lb. 560
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.

Enhancements

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

Half-Plate Material Enhancements
Material Cost1 Hardness Hit Points Special
Steel 750 gp 10 35
Adamantine 15,600 gp 20 46 Grants wearer DR 3/—
Crystal, Deep 1,600 gp 10 35 No rusting
Crystal, Mundane 750 gp 8 29 No rusting
Dragonhide 1,500 gp 10 11 Usable by druids
Mithral 9,600 gp 15 35 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.