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Ghost in the Shell

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* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

{Rhy'Din Guild Site}

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Site Title

ARMOR & SHIELDS

Light Armors
Armor
Type

Padded
Leather
Studded Leather
Elven Chainmail
Chain Shirt
Spidersilk
Nightscale
Chitine Web
Mud Armor
Sharkskin Armor
Twist Cloth
Mammoth Leather
Hooked Armor
Sectioned Armor
(Fully Reduced)
Cost
(GP)

5
10
25
5150
100
750
1000
75
0
85
150
45
65 gp
special
--
Armor
Bonus

+1
+2
+3
+5
+4
+3
+2
+3
+1
+3
+1
+4
+3
+3
--
Max DEX
Bonus

+8
+6
+5
+4
+4
+8
+10
+6
+5
+6
--
+4
+4
+3
--
Check
Penalty

0
0
-1
-2
-2
-1
0
-1
-1
-1
0
-4
-2
-2
--
Spell
Failure

5%
10%
15%
20%
20%
10%
5%
10%
0%
10%
5%
20%
15%
20%
--
Speed
30 ft

30
30
30
30
30
30
30
30
30
30
30
30
30
30
--
Speed
20 ft

20
20
20
20
20
20
20
20
20
20
20
20
20
20
--

Medium Armors
Armor
Type

Hide
Scale Mail
Chainmail
Breastplate
Tentacled Hide
Chitin Armor
Interlocking Scale
Tumblers Breastpl.
Sectioned Armor
(Partial Reduced)
Cost
(GP)

15
50
150
200
315
75
250
450
special
--
Armor
Bonus

+3
+4
+5
+5
+3
+4
+4
+5
+5
--
Max DEX
Bonus

+4
+3
+2
+3
+5
+4
+2
+4
+2
--
Check
Penalty

-3
-4
-5
-4
-3
-3
-6
-4
-3
--
Spell
Failure

20%
25%
30%
25%
20%
30%
30%
25%
30%
--
Speed
30 ft

20
20
20
20
20
20
20
20
20
--
Speed
20 ft

15
15
15
15
15
15
15
15
15
--

Heavy Armors
Armor
Type

Splint Mail
Banded Mail
Half-plate
Full Plate
Stonemail
Feeler Plate
Heavy Plate
Dendritic Crystal
Stone Plate
Interlocking Plate
Battle Plate
Mountain Plate
Sectioned Armor
(Full)
Mechanus Gear
Cost
(GP)

200
250
600
1500
180
2500
2000
2000
750
1750
2500
3250
3000
--
1750
Armor
Bonus

+6
+6
+7
+8
+5
+8
+9
+9
+6
+8
+9
+10
+8
--
+10
Max DEX
Bonus

+0
+1
+0
+1
+2
+1
+0
+0
+1
+0
+1
+0
+1
--
+0
Check
Penalty

-7
-6
-7
-6
-5
-6
-8
-8
-7
-8
-7
-9
-5
--
-10
Spell
Failure

40%
35%
40%
35%
30%
35%
45%
40%
30%
40%
50%
60%
35%
--
50%
Speed
30 ft

20*
20*
20*
20*
20*
20*
20*
20*
20*
20*
20*
15**
20*
--
15*
Speed
20 ft

15*
15*
15*
15*
15*
15*
15*
15*
15*
15*
15*
10**
15*
--
10*

* Indicates running speed is only triple, rather than quadruple

** Indicates you cannot run in this armor.

Padded
Padded armor features quilted layers of cloth and batting. It gets hot quickly, and can become fouled with sweat, grime, lice, and fleas.

Leather
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather.

Studded Leather
This armor is made from tough but flexible leather (not hardened leather, as with normal leather armor) reinforced with close-set metal rivets.

Elven Chainmail

Chain Shirt
A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. A chain shirt comes with a steel cap.

Spidersilk
This exotic armor feels light and soft to wear, yet is strong and resilient. It is made from specially treated aranea or drider silk.

Nightscale
Made from dark snakeskin steeped in mysterious alchemical mixtures, nightscale armor is much like leather armor, except that it is much more supple and form-fitting.

Chitine Web
Chitines can harden their webbing into a form of armor. Any chitine can equip himself with chitine web armor at not cost and maintain it indefinitely, but a nonchitine must pay a chitine weaver to manufacture a suit of chitine armor. A suit of chitine web armor lasts for 3 months without deteriorating. Thereafter, it loses 1 point of armor bonus per month until it dissolves into uselessness. Any chitine can completely renew the armor by spending one day to refresh the oils in the webbing. This process typically costs 5 gp, presuming a cooperative chitine can be found.

Mud Armor
Creatures with access to the right sort of clays and soils (generally found in warm forests, jungles, or swamps) sometimes plaster their skin and hair with mud, creating a crude but effective form of armor. Applying mud armor requires a successful Survival check (DC 10). Mud armor crumbles into uselessness after 1d2 days. Adorning yourself or another creature with mud armor takes 10 minutes, as does washing it off. Wild dwarves are the only people who normally employ mud armor.

Sharkskin Armor
Sharkskin armor is similar to leather armor in appearance but is in fact slightly tougher. Developed by reclusive sects of rare evil aquatic elves, it is treated so that the sharp scales covering the skin remain attached to the outer surface of the armor. Additionally, shark teeth are embedded along the forearms, shoulders, and legs, which count as armor spikes. Sharkskin armor provides a +6 circumstance bonus on Escape Artist checks made when the armored individual is bound with ropes or similar easily cut materials.

Twist Cloth, Gnome
This unusual exotic armor is made of loose, flowing cloth strips tied and hung on the wearer. Proficient wearers twist and sway within the armor, causing their opponents to strike empty air rather than armor whenever they miss with an attack. If you have the Exotic Armor Proficiency (Gnome Twist Cloth) feat, the armor bonus from gnome twist cloth, including any enhancement bonus to AC, protects against touch attacks.

Mammoth Leather
Perfected by goliath shamans, this thick, exotic leather armor is made from mammoth hide. Because of the leather's thickness, the armor is extremely confining for those who do not have the appropriate Exotic Armor Proficiency feat. Wearing mammoth leather does not violate a druid's spiritual oath.

Hooked Armor
This leather armor is festooned with multiple hooks and cleats. These gripping protrusions grant the wearer a +5 bonus on Climb checks. (Due to the armor's -2 check penalty, the effective bonus is +3).

Sectioned Armor (Fully Reduced)
See Sectioned Armor (Full) below.

Hide
This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. Druids, who wear only nonmetallic armor, favor hide.

Scale Mail
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Chainmail
This armor is made of interlocking metal rings. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. The suit includes gauntlets.

Breastplate
A breastplate covers your front and your back. It comes with a helmet and greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much.

Tentacled Hide
This exotic armor resembles a rubbery suit of hide armor with long, sweeping tentacles attached at the bottom. These tentacles grant a trained wearer a +2 bonus on Strength checks made to trip opponents.

Chitin Armor
One of the most bizarre looking of all the armor types, chitin armor is constructed from the shells of giant vermin or similar creatures. Chitin is flexible and can be rather comfortable to wear, especially when the inner surfaces are polished and fitted with padding.

Interlocking Scale
This heavy suit of exotic armor includes a long coat and leggings made of leather covered with overlapping pieces of metal. The scales are cunningly wrought, so that they lock together to offer greater protection when the wearer is relatively still. If you move no farther than 5 feet on your turn while wearing interlocking scale, you gain an additional +2 armor bonus to your Armor Class until the beginning of your next turn. This special armor bonus stacks with the normal armor bonus from the suit of interlocking scale (but not with armor bonuses from other sources).
Interlocking scale is dwarven crafted, so a character with the Dwarven Armor proficiency feat is considered proficient in its use.

Tumbler's Breastplate
This exotic armor resembles a normal breastplate that has been smoothed and polished to perfection. Those skilled in its use can take advantage of the breastplate's protection while tumbling. The wearer receives a +2 circumstance bonus on Tumble checks, but the normal armor check penalty still applies.

Sectioned Armor (Partially Reduced)
See Sectioned Armor (Full) below.

Splint Mail
This armor is made of narrow vertical strips of metal riveted into a backing of leather that is worm over cloth padding. Flexible chainmail protects the joints. The suit includes gauntlets.

Banded Mail
This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. The suit includes gauntlets.

Half-Plate
This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tassels, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. The suit includes gauntlets.

Full Plate
This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. The suit includes gauntlets, heavy leather boots, a visor helmet, and a thick layer of padding that is worn underneath the armor. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint mail is lighter. Each suit of full plate must be individually fitted to its owner by a master armor smith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 x 100) gold pieces. Full plate armor is also known as field plate.

Stonemail
This armor is made of interlocking stone plates, cunningly carved for both thinness and strength. A layer of cured hide underneath the stone prevents chafing and cushions the impact of blows. Several layers of stone plates hang over vital areas, and most of the armor's weight hangs from the shoulders. The suit includes hide gauntlets with tiny stone plates sewn onto them. Stonemail does not violate a druid's spiritual oath.

Feeler Plate
This exotic armor has numerous slender wires extending from it. It reduces the miss chance due to concealment for attacks against adjacent foes by 10%. Thus, when you fight an opponent under the influence of a Blur spell, your miss chance drops from 20% to 10%.

Heavy Plate
Forged for the strongest of warriors, heavy plate armor is simply a heavily reinforced suit of full plate armor. Races of exceptional strength, most notably orogs, typically manufacture heavy plate.

Dendritic Crystal
Dwarf armor smiths grow dentritic armor from seed crystals deep underground; dendritic armor never reaches the smith's fire. Each suit of dendritic armor is tailored for a specific wearer. This superb armor is socketed rather than riveted together, leaving almost no gaps or chinks. It protects better than full plate armor, but is also heavier and more clumsy.
Dendritic armor constantly regrows itself to its original shape. To remove dendritic armor, the wearer must break his way out, succeeding at a Strength check (DC 22). As long as the wearer leaves at least 5 pounds of dendritic armor somewhere on his body, the armor grows back in 8 hours.

Stone Plate
This armor, like Stonemail, is made of interlocking stone plates, cunningly carved for both thinness and strength. A layer of cured hide underneath the stone prevents chafing and cushions the impact of blows. Several layers of stone plates usually hang over vital areas, and most of the armor's weight hangs from the shoulders. The suite includes hide gauntlets with tiny stone plates sewn onto them. Wearing stone plate does not violate a druid's spiritual oath.

Interlocking Plate
This specially crafted suit of exotic armor consists of a suit of chainmail with metal plates covering vital areas. The plates are cunningly wrought, so that they lock together to offer greater protection when the wearer is relatively still. If you move no farther than 5 feet on your turn while wearing interlocking plate, you gain an additional +2 armor bonus to your AC until the beginning of your next turn. This special armor bonus stacks with the armor bonus from the suit of interlocking plate, but not with armor bonuses from another sources.
Interlocking plate is dwarven armor, so a character with the Dwarven Armor Proficiency feat is considered proficient in its use.

Battle Plate
This exotic heavy armor consists of reinforced metal plates, a layer of padding worn under the armor, and a suit of light chain worn between the two. The armor includes gauntlets, metal-shod boots, a heavy helm, and carefully wrought joint guards. As with full plate, buckles and straps distribute the weight over the wearer's body, so battle plate hampers movement less than heavy plate even though heavy plate is lighter.
Battle plate is dwarven armor, so a character with the Dwarven Armor Proficiency is considered proficient in its use.

Mountain Plate
Made of thick metal plates bolted and fused together, this exotic heavy armor is incredibly massive. The suit includes plated gauntlets, metal-shod boots, a heavy helm, and reinforced joint guards. A character wearing mountain plate cannot run. When wearing mountain plate, a dwarf's speed is reduced as if he were not a dwarf. Mountain plate is dwarven armor, so a character with the Dwarven Armor Proficiency feat is considered proficient in its use.
Mountain plate constructed of any material that would reduce its armor category from heavy to medium gains all the benefits of the material except the armor category reduction.

Sectioned Armor (Full)
The owner of this specially constructed masterwork full plate can remove several of the large plate sections from it, reducing it to medium or light armor, so that he or she can sleep more comfortably or move more freely while retaining some of the armor's defensive bonus.

Mechanus Gear
This heavy armor is composed of multiple gears, cogs, plates, and other metal mechanical contraptions. It grants an armor bonus superior to almost all other armors, but it reduces the wearer's speed more than other types of heavy armor do.

Shields
Type
Buckler
Light, wooden
Light, steel
Heavy, wooden
Heavy, steel
Tower
Grasping Shield
Cost
15 gp
3 gp
9 gp
7 gp
20 gp
30 gp
50 gp
Armor Bonus
+1
+1
+1
+2
+2
+4**
+1
Spell Failure
5%
5%
5%
15%
15%
50%
5%

Buckler
This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so because of the extra weight on your arm. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don't get the buckler's AC bonus for the rest of the round.

Light Shield, Wooden or Steel
You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it. Wooden and steel shields offer the same basic protection, though they respond differently to special attacks (such as Warp Wood or Heat Metal spells).

Heavy Shield, Wooden or Steel
You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else. Wooden or steel shields offer the same basic protection, though they respond differently to special attacks.

Tower Shield
This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. However, you can instead use it as total cover, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spell caster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.

Grasping Shield
These spiked small metal shields have a powerful spring inside them. By releasing the spring, the wielder causes the spikes to collapse inward toward the center of the shield. When this is done in melee combat, it allows the user to attempt to grasp and wrest away a weapon wielded by an opponent. Like all shields, a grasping shield is considered a light weapon when attacking. The grasping attack, when used, allows one disarm attempt. This disarm attempt does not provoke an attack of opportunity, nor does it allow the defender a chance to disarm the attacker. All normal penalties for attacking with an off hand or with two weapons apply to the disarm attempt. Once sprung, the grasping shield functions as a normal light metal shield until reset. Resetting the shield is a full round action that provokes an attack of opportunity.

ARMOR/SHIELD MODIFICATIONS

Masterwork Item
Cost: +150 gp
Bonus: Reduce check penalty by 1.

Armor Spikes
Cost: +50 gp
Bonus: Deal 1d6 piercing damage during grappling, and/or wield them as a light weapon in combat.

Armor Razors
Cost: +50 gp
Bonus: Deal 1d6 slashing damage during a grapple, and/or wield them as a light weapon in combat.

Shield Spikes
Cost: +10 gp
Bonus: Deal 1d6 piercing damage during a shield bash attack. May not be used on Bucklers or Tower Shields.

Shield Razors
Cost: +10 gp
Bonus: Deal 1d6 slashing damage during a shield bash attack. May not be used on Bucklers or Tower Shields.

Stability Weights
Cost: +160 gp
Armor equipped with stability weights is much heavier and more solid than regular armor of its type. The wearer receives a +2 circumstance bonus on Balance checks and a +2 circumstance bonus on Strength checks made to avoid being bull rushed or tripped. Stability weights reduce an armor's maximum Dexterity bonus by 1, increase its arcane spell failure chance by +10%, and increase its weight category by one step.

Muffling
Cost : +300 gp
Fine strips of felt or velvet are placed at each joint of the armor, and cotton thread is wound around the links to prevent clanking. Muffling grants the wearer a +2 circumstance bonus on Move Silently checks.

Camouflage
Cost: +300 gp
Subtle designs that simulate a particular type of terrain are painted upon the armor, and a special treatment seals it to prevent the paint from flaking. Camouflage armor can be created to complement any terrain type. A suit of armor cannot have more than one camouflage pattern on it at a time. The camouflage treatment provides the wearer a +2 circumstance bonus on Hide checks made in the appropriate terrain, but the normal armor check penalty still applies.

Bouyancy
Cost: +50 gp
Many small, sealed bladders of air festoon the insides and outsides of buoyant armor. The armor check penalty of any armor so treated increases by 1 but is not doubled for swim checks.

Fast-donning straps
Cost: +150 gp
Armor with fast-donning straps has been fitted with a simpler system of straps and buckles, making it much easier to don hastily. Whenever you don fast-donning armor hastily, you do not incur the normal increase in armor check penalty (although the armor's armor bonus to AC is still 1 point less than normal).

Riding Straps
Cost: +200 gp
Armor equipped with riding straps is specially fitted to allow the wearer maximum maneuverability while riding. Armor with the straps affixed grants a +1 circumstance bonus to Ride checks. This bonus stacks with the bonus a military saddle provides on Ride checks to stay in the saddle.

Shield Sheath
Cost: +25 gp
This small sheath fits on the inside of a shield (but not a buckler) and holds one light weapon (of your size category or smaller). As long as you have the shield ready, drawing the weapon in the shield sheath is a free action. No shield can have more than one shield sheath attached to it.

Alternate Materials

Adamantine
Cost:

  • Light Armor +2000 gp
  • Medium Armor +5000 gp
  • Heavy Armor +10,000 gp
  • Shield +2000 gp

Bonus: Weighs the same as steel, has Hardness 20, and 40 hit points per inch of thickness.
  • Light Armor: +1 natural enhancement to AC
  • Medium Armor: +2 natural enhancement to AC
  • Heavy Armor: +3 natural enhancement to AC
  • Shield: +1 natural enhancement to AC

Arandur
Cost: +2000 gp
Bonus: Adds Sonic Resistance 2. Weighs the same as steel, has Hardness 12, and 30 hit points per inch of thickness.

Astral Driftmetal
Cost: +12,000 gp
Bonus: Armor built with this metal is fully effective against incorporeal attacks. It is not malleable enough to be worked into chainmail or scale mail; only a breastplate, shield, or any form of heavy armor can be made from it. Weighs the same as steel, has Hardness 12, and 30 hit points per inch of thickness.

Copper
Cost: +2000 gp
Bonus: Adds Cold Resistance 2. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Darksteel
Cost: +2000 gp
Bonus: Grants Acid Resistance 2. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Dlarun
Cost: +2000 gp
Bonus: Grants Fire Resistance 2. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Duskwood
Cost: +3000 gp
Bonus: Can only be made into a Breastplate, and confers the following: Armor Bonus +5; Max DEX bonus +4; Check Penalty -2; Spell Failure 20%; treated as light armor in respect to movement and other limitations. Weighs half as much as steel, has Hardness 10, and 30 hit points per inch of thickness.

Fever Iron
Cost: +2000 gp
Bonus: Grants Fire Resistance 2. Weighs the same as steel, has Hardness 12, and 30 hit points per inch of thickness.

Gold
Cost: + 5000 gp
Bonus: Adds Fire and Acid Resistance 2. The armor is considered one weight class heavier than normal (heavy is still heavy) for purposes of movement and related limitations, spell failure chances are increased +10%, max DEX bonus is decreased by 2 (which may take it below 0), and check penalties are increased by 3. Weighs twice as much as steel, has Hardness 10, and 30 hit points per inch of thickness.

Hizagkuur
Cost: +2000 gp
Bonus: Adds Cold Resistance 2. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Living Metal
Cost:

  • Light Armor +700 gp
  • Medium Armor +2000 gp
  • Heavy Armor +4500 gp
  • Other Items +100 gp/pound

Bonus: Over time, armor made of living metal naturally shapes itself to fit its wearer. After one tenday (week) of regular wearing, increase the max DEX bonus by 1, reduce the check penalty by 1, and reduce the arcane spell failure chance by 5%. Additionally, the armor repairs itself at a rate of 1 hit point per minute. Weighs the same as steel, has Hardness 12, and 30 hit points per inch of thickness.

Mithral
Cost:

  • Light Armor +1000 gp
  • Medium Armor +4000 gp
  • Heavy Armor +9000 gp
  • Shield +1000 gp

Bonus: Armors are treated as one weight category lower than normal (light is still light), spell failure chances for armor and shields is reduced by 10%, max DEX bonus is increased by 2, and check penalties are decreased by 3. Weighs half as much as steel, has Hardness 15, and 30 hit points per inch of thickness.

Platinum
Cost: +5000 gp
Bonus: Adds Cold and Sonic Resistance 2. The armor is considered one weight class heavier than normal (heavy is still heavy) for purposes of movement and related limitations, spell failure chances are increased +10%, max DEX bonus is decreased by 2 (which may take it below 0), and check penalties are increased by 3. Weighs twice as much as steel, has Hardness 10, and 30 hit points per inch of thickness.

Silver
Cost: +2000 gp
Bonus: Adds Electricity Resistance 2. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Page Last Updated August 15th, 2005

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