Sosmunii Midplate (3.5e Equipment)

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Sosmunii Midplate [Medium]
Maximum Dex Bonus: +3
Armor Check Penalty: −4
Arcane Spell Failure Chance: 20%
Hardness: 15
Size Cost Armor
Bonus
Weight Hit
Points
Humanoid Nonhumanoid
Fine 320 gp 640 gp +4 4 lb. 3
Diminutive 320 gp 640 gp +4 4 lb. 6
Tiny 320 gp 640 gp +4 4 lb. 12
Small 640 gp 1,280 gp +6 20 lb. 25
Medium 640 gp 1,280 gp +6 40 lb. 50
Large 1,280 gp 2,560 gp +6 80 lb. 100
Huge 2,560 gp 5,120 gp +6 200 lb. 200
Gargantuan 5,120 gp 10,240 gp +6 320 lb. 400
Colossal 10,240 gp 20,480 gp +6 480 lb. 800
Speed
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.

Enhancements[edit]

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

Sosmunii Midplate Material Enhancements
Material Cost1 Hardness Hit Points Special
Steel 640 gp 15 50
Adamantine 10,640 gp 20 66 Grants wearer DR 2/—
Crystal, Deep 1,640 gp 10 20 No rusting
Crystal, Mundane 640 gp 8 16 No rusting
Dragonhide 1,880 10 10 Usable by druids
Mithral 4,640 gp 15 50 Half weight,
Treated as light 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.

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