The following specific suits of armor usually are preconstructed with exactly the qualities described here.
Adamantine Breastplate: This nonmagical breastplate is made of adamantine, giving its wearer
damage reduction of 2/-.
No aura (nonmagical); Price 10,200 gp.
Banded Mail of Luck: Ten 100-gp gems adorn this
+3 banded mail. Once per week, the armor allows its wearer to require that an
attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the
attack roll rerolled before
damage is rolled.
Breastplate of Command: This finely crafted
+2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, including turning checks and Charisma-based
skill checks. The wearer also gains a +2 competence bonus to his
Leadership score. Friendly troops within 360 feet of the user become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot
hide or conceal herself in any way and still have the effect function.
Celestial Armor: This bright silver or gold
+3 chainmail is so fine and
light that it can be worn under normal
clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane
spell failure chance of 15%. It is considered
light armor, weighs 20 pounds, and it allows the wearer to use
fly on
command (as the spell) once per day.
Demon Armor: This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This
+4 full plate allows the wearer to make claw attacks that deal 1d10 points of
damage, strike as +1 weapons, and afflict the target as if she had been struck by a
contagion spell (Fortitude DC 14 negates). Use of
contagion requires a normal melee attack with the claws. The "claws" are built into the armor's vambraces and gauntlets.
The armor bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level never results in actual
level loss, but it cannot be overcome in any way (including
restoration spells) while the armor is worn.
Dragonhide Plate: This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.
No aura (nonmagical); Price 3,300 gp.
Dwarven Plate: This full plate is made of adamantine, giving its wearer
damage reduction of 3/-.
No aura (nonmagical); Price 16,500 gp.
Elven Chain: This extremely
light chainmail is made of very fine mithral links.
Speed while wearing
elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane
spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of -2. It is considered
light armor and weighs 20 pounds.
No aura (nonmagical); Price 4,150 gp.
Mithral Full Plate of Speed: As a
free action, the wearer of this fine set of
+1 mithral full plate can activate it, enabling her to act as though affected by a
haste spell for up to 10 rounds each day. The duration of the
haste effect need not be consecutive rounds.
Speed while wearing a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has an arcane
spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -3. It is considered medium armor and weighs 25 pounds.
Mithral Shirt: This extremely
light chain shirt is made of very fine mithral links.
Speed while wearing a
mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane
spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered
light armor and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.
Plate Armor of the Deep: This
+1 full plate is decorated with a wave and fish motif. The wearer of
plate armor of the deep is treated as unarmored for purposes of
Swim checks. The wearer can breathe underwater and can converse with any creature with a language that breathes water.
Rhino Hide: This
+2 hide armor is made from rhinoceros
hide. In addition to granting a +2 enhancement bonus to AC, it has a -1 armor check penalty and deals an additional 2d6 points of
damage on any successful
charge attack made by the wearer, including a mounted
charge.
The following
specific shields usually are preconstructed with exactly the qualities described here.
Absorbing Shield: This
+1 heavy steel shield is flat black and seems to absorb
light. Once every two days, on
command, it can
disintegrate an object that it touches, as the spell but requiring a melee touch attack.
Caster's Shield: This
+1 light wooden shield has a small leather strip on the back on which a spellcaster can scribe a single spell as on a
scroll. A spell so scribed has only half the base raw material cost. Experience point and component costs remain the same. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.
A random
caster 's shield has a 50% chance of having a single medium
scroll spell on it. The spell is divine (01-80 on d%) or arcane (81-100).
Moderate abjuration
; CL 6th;
Craft Magic Arms and Armor,
Scribe Scroll, creator must be at least 6th level; Price 3,153 gp (plus the value of the scroll spell if one is currently scribed); Cost 1,653 gp + 120 XP.
Darkwood Buckler: This nonmagical
light wooden
shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden
shield. It weighs 2-1/2 pounds and has no armor check penalty.
No aura (nonmagical); Price 205 gp.
Darkwood Shield: This nonmagical heavy wooden
shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden
shield.
It weighs 5 pounds and has no armor check penalty.
No aura (nonmagical); Price 257 gp.
Lion's Shield: This
+2 heavy steel shield is fashioned to appear to be a roaring lion's head. Three times per day as a
free action, the lion's head can be commanded to attack (independently of the
shield wearer), biting with the wielder's base
attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of
damage. This attack is in addition to any actions performed by the wielder.
Mithral Heavy Shield: This heavy
shield is made of mithral and thus is much lighter than a standard steel
shield. It has a 5% arcane
spell failure chance and no armor check penalty. It weighs 5 pounds.
No aura (nonmagical); Price 1,020 gp.
Spined Shield: This
+1 heavy steel shield is covered in spines. It acts as a normal spiked
shield. On
command up to three times per day, the
shield's wearer can fire one of the
shield's spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of
damage (19-20/x2). Fired spines
regenerate each day.
Winged Shield: This round heavy wooden
shield has a +3 enhancement bonus. Small, feathered wings encircle the
shield.
Once per day it can be commanded to
fly (as the spell), carrying the wielder. The
shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.
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