Sosmunii Thickplate (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
Full Plate [Heavy]
Maximum Dex Bonus: +2
Armor Check Penalty: −5
Arcane Spell Failure Chance: 35%
Hardness: 10
Size Cost Armor
Bonus
Weight Hit
Points
Humanoid Nonhumanoid
Fine 1,500 gp 3,000 gp +5 5 lb. 3
Diminutive 1,500 gp 3,000 gp +5 5 lb. 7
Tiny 1,500 gp 3,000 gp +5 5 lb. 15
Small 3,000 gp 6,000 gp +9 25 lb. 30
Medium 3,000 gp 6,000 gp +9 50 lb. 60
Large 6,000 gp 12,000 gp +9 100 lb. 120
Huge 12,000 gp 24,000 gp +9 250 lb. 240
Gargantuan 24,000 gp 48,000 gp +9 400 lb. 480
Colossal 48,000 gp 96,000 gp +9 600 lb. 960
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[edit]

The suit includes gauntlets, heavy steel boots, a plumed, visored helmet, and a thick undergarment that is worn underneath the armor. Each suit of sosmunii thickplate 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 2000 to 8000 (2d4×1000) gold pieces.

Enhancements[edit]

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

Thickplate Material Enhancements
Material Cost1 Hardness Hit Points Special
Steel 3,000 gp 10 60
Adamantine 18,000 gp 20 80 Grants wearer DR 3/—
Crystal, Deep 4,000 gp 10 40 No rusting
Crystal, Mundane 3,000 gp 8 33 No rusting
Dragonhide 6,600 gp 10 13 Usable by druids
Mithral 12,000 gp 15 60 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


Back to Main Page3.5e HomebrewEquipmentMundane Armor

Home of user-generated,
homebrew pages!


Advertisements: