Completing the unfinished Tome armours
Posted: Tue Dec 23, 2008 2:46 pm
Credit must go to veekie for helping me with this project, as well as ubernoob for some ideas.
Tome Armours
Chain Shirt
AC +4, Max Dex +5, ACP -2, ASF -4
A mass of links covering your chest, neck and shoulders made of the finest steel.
BAB
+1: You are encased in steel and negate the first 5 points of damage from any critical hit or sneak attack.
+5: You gain DR 5/piercing.
+10: You receive a +2 bonus on any checks to resist grapple manoeuvres.
+15: You take only half slashing damage from any source.
Cord Armour
AC +2, Max Dex +4, ACP -1, ASP +0
Samurai used to wear this stuff, made of bound rope reinforced with bamboo.
Tumble ranks
4: You are encased in cords and negate the first 5 points of bludgeoning damage you take.
8: As an immediate action, you can replace your AC for one attack by the result of a Tumble check. You may use this
ability after an attack has hit you, but before damage has been determined.
13: You gain a swim speed equal to your base land speed.
18: You may move up to your speed as a swift action.
Darkleaf Armour
AC +4, Max Dex +6, ACP -1, ASP +0
This armour, grown rather than made, consists of hundreds of leaves that are as hard as iron.
Knowledge (nature) ranks
4: Your armour grows small roots into you, granting you fast healing 1.
8: You gain DR 5/piercing.
13: You gain hide in plain sight, but only in natural surroundings.
18: You and your armor are one with nature, letting you move through any natural vegetation (such as a tree trunk
or brambles) as if they were level ground, as long as you end your turn in an unoccupied square. If you end your
turn inside a plant, you are ejected from the nearest open space.
Grey Armour
AC +3, Max Dex +8, ACP +0, ASP +0
Made from slaadskin, grey armour shifts to anticipate attacks with the power of Limbo.
BAB
+1: You are encased in shifting skin and negate the first 5 points of damage from any critical hit or sneak attack.
+5: You gain DR 5/lawful.
+10: Your armour is so shifty that you negate an amount of damage from any critical hit or sneak attack equal to
your BAB.
+15: You are surrounded by a 10ft radius area of Raw Limbo. You automatically succeed on unopposed control checks
over this area, and gain a +4 bonus to opposed control checks. The controlled area reverts to normal once it
leaves the affected radius.
Leather Armour
AC +2, Max Dex +7, ACP -1, ASP +0
Made from cured cowhide, it's cheap, but does the job.
Tumble ranks
4: You are encased in leather and negate the first 2 points of bludgeoning damage you take.
8: You gain fire resistance 5.
13: As an immediate action, you can replace your AC for one attack with the result of a Tumble check.You may use
this ability after an attack has hit you, but before damage has been determined.
18: You may move up to your speed as a swift action.
Mithril Shirt
AC +5, Max Dex +6, ACP +0, ASP +0
Like a chain shirt, but the links are much lighter and finer, allowing for more a more dense weave.
BAB
+1: You are encased in mithril and negate the first 5 points of damage from any critical hit or sneak attack.
+5: Your armour moves so easily that you can use the Tumble skill during a charge.
+10: You gain DR 5/bludgeoning and piercing.
+15: You convert an amount of lethal physical damage that you take equal to your BAB into nonlethal damage.
Padded Armour
AC +1, Max Dex +8, ACP +0, ASP +0
Essentially thick cloth.
Tumble ranks
4: You may reroll a failed Tumble check when you attempt to move your full speed or through an occupied space.
8: You can gain the benefits of 8 hours of sleep with 7 hours of sleep.
13: As an immediate action, you can replace your AC for one attack with the result of a Tumble check.
18: You may move up to your speed as a swift action.
Studded Leather Armour
AC +3, Max Dex +6, ACP -1, ASP -1
This is also made from cured cowhide, but it has small pieces of metal to cover the painful bits.
Tumble ranks
4: Your important bits are protected by metal chunks and negate the first 3 points of damage from any critical
hit or sneak attack.
8: You gain DR 5/piercing.
13: When you deal damage in a grapple, you deal additional damage equal to this armour's AC bonus.
18: You may move up to your speed as a swift action.
Wicker Armour
AC +3, Max Dex +7, ACP -1, ASP -6
Made from woven wood, this armour is incredibly light and makes you look like a toy with wooden wings.
Jump ranks
4: You are encased in wood, and gain DR 2/-.
8: All your jumps are considered to have a running start.
13: You no longer take falling damage.
18: Your wooden wings give you a fly speed equal to your base land speed, at perfect manoeuvreability.
Breastplate
AC +5, Max Dex +4, ACP -4, ASP -2
A solid armour of steel protecting all vital bits, with an underlay of chainmail.
BAB
+1: You are encased in steel and negate the first 5 points of nonlethal damage from any physical attack.
+5: You gain DR 5/critical hits.
+10: You reduce the critical multiplier of any weapons used against you by 1 point, and reduce the bonus damage
dice from sneak attacks against you by 2 dice.
+15: You gain DR 10/critical hits.
Lamellar
AC +4, Max Dex +4, ACP -4, ASP -4
Like scale mail, only lighter.
BAB
+1: You are encased in laquered wood and steel, and negate the first 5 points of nonlethal damage from any
physical attack.
+5: You gain DR 5/slashing.
+10: You no longer take falling damage.
+15: You convert an amount of lethal physical damage that you take equal to your BAB into nonlethal damage.
Hoplite Armour
AC +6, Max Dex +1, ACP -9, ASP -5
This is what Spartans SHOULD have been wearing.
BAB
+1: You are encased in bronze and negate the first 5 points of nonlethal damage from any physical attack.
+5: You gain DR 5/critical hits.
+10: Your armour check penalty is halved.
+15: You gain DR 10/critical hits.
Stone Plate
AC +10, Max Dex +0, ACP -9, ASP -11
Grown or carved from solid stone, this Dwarven armor is amazingly hard to move in, but the protection is amazing.
BAB
+1: You are encased in stone and negate the first 5 points of nonlethal damage from any physical attack.
+5: You gain DR 5/adamantine.
+10: You are regarded as a great hero of the Dwarves. Unless you do something hostile, Dwarves will treat you
as Friendly. You also have the [Earth] subtype.
+15: You move through earth and stone as easily as walking upon. You earthglide as an earth elemental creature.
Thoughts? Opinions?
Tome Armours
Chain Shirt
AC +4, Max Dex +5, ACP -2, ASF -4
A mass of links covering your chest, neck and shoulders made of the finest steel.
BAB
+1: You are encased in steel and negate the first 5 points of damage from any critical hit or sneak attack.
+5: You gain DR 5/piercing.
+10: You receive a +2 bonus on any checks to resist grapple manoeuvres.
+15: You take only half slashing damage from any source.
Cord Armour
AC +2, Max Dex +4, ACP -1, ASP +0
Samurai used to wear this stuff, made of bound rope reinforced with bamboo.
Tumble ranks
4: You are encased in cords and negate the first 5 points of bludgeoning damage you take.
8: As an immediate action, you can replace your AC for one attack by the result of a Tumble check. You may use this
ability after an attack has hit you, but before damage has been determined.
13: You gain a swim speed equal to your base land speed.
18: You may move up to your speed as a swift action.
Darkleaf Armour
AC +4, Max Dex +6, ACP -1, ASP +0
This armour, grown rather than made, consists of hundreds of leaves that are as hard as iron.
Knowledge (nature) ranks
4: Your armour grows small roots into you, granting you fast healing 1.
8: You gain DR 5/piercing.
13: You gain hide in plain sight, but only in natural surroundings.
18: You and your armor are one with nature, letting you move through any natural vegetation (such as a tree trunk
or brambles) as if they were level ground, as long as you end your turn in an unoccupied square. If you end your
turn inside a plant, you are ejected from the nearest open space.
Grey Armour
AC +3, Max Dex +8, ACP +0, ASP +0
Made from slaadskin, grey armour shifts to anticipate attacks with the power of Limbo.
BAB
+1: You are encased in shifting skin and negate the first 5 points of damage from any critical hit or sneak attack.
+5: You gain DR 5/lawful.
+10: Your armour is so shifty that you negate an amount of damage from any critical hit or sneak attack equal to
your BAB.
+15: You are surrounded by a 10ft radius area of Raw Limbo. You automatically succeed on unopposed control checks
over this area, and gain a +4 bonus to opposed control checks. The controlled area reverts to normal once it
leaves the affected radius.
Leather Armour
AC +2, Max Dex +7, ACP -1, ASP +0
Made from cured cowhide, it's cheap, but does the job.
Tumble ranks
4: You are encased in leather and negate the first 2 points of bludgeoning damage you take.
8: You gain fire resistance 5.
13: As an immediate action, you can replace your AC for one attack with the result of a Tumble check.You may use
this ability after an attack has hit you, but before damage has been determined.
18: You may move up to your speed as a swift action.
Mithril Shirt
AC +5, Max Dex +6, ACP +0, ASP +0
Like a chain shirt, but the links are much lighter and finer, allowing for more a more dense weave.
BAB
+1: You are encased in mithril and negate the first 5 points of damage from any critical hit or sneak attack.
+5: Your armour moves so easily that you can use the Tumble skill during a charge.
+10: You gain DR 5/bludgeoning and piercing.
+15: You convert an amount of lethal physical damage that you take equal to your BAB into nonlethal damage.
Padded Armour
AC +1, Max Dex +8, ACP +0, ASP +0
Essentially thick cloth.
Tumble ranks
4: You may reroll a failed Tumble check when you attempt to move your full speed or through an occupied space.
8: You can gain the benefits of 8 hours of sleep with 7 hours of sleep.
13: As an immediate action, you can replace your AC for one attack with the result of a Tumble check.
18: You may move up to your speed as a swift action.
Studded Leather Armour
AC +3, Max Dex +6, ACP -1, ASP -1
This is also made from cured cowhide, but it has small pieces of metal to cover the painful bits.
Tumble ranks
4: Your important bits are protected by metal chunks and negate the first 3 points of damage from any critical
hit or sneak attack.
8: You gain DR 5/piercing.
13: When you deal damage in a grapple, you deal additional damage equal to this armour's AC bonus.
18: You may move up to your speed as a swift action.
Wicker Armour
AC +3, Max Dex +7, ACP -1, ASP -6
Made from woven wood, this armour is incredibly light and makes you look like a toy with wooden wings.
Jump ranks
4: You are encased in wood, and gain DR 2/-.
8: All your jumps are considered to have a running start.
13: You no longer take falling damage.
18: Your wooden wings give you a fly speed equal to your base land speed, at perfect manoeuvreability.
Breastplate
AC +5, Max Dex +4, ACP -4, ASP -2
A solid armour of steel protecting all vital bits, with an underlay of chainmail.
BAB
+1: You are encased in steel and negate the first 5 points of nonlethal damage from any physical attack.
+5: You gain DR 5/critical hits.
+10: You reduce the critical multiplier of any weapons used against you by 1 point, and reduce the bonus damage
dice from sneak attacks against you by 2 dice.
+15: You gain DR 10/critical hits.
Lamellar
AC +4, Max Dex +4, ACP -4, ASP -4
Like scale mail, only lighter.
BAB
+1: You are encased in laquered wood and steel, and negate the first 5 points of nonlethal damage from any
physical attack.
+5: You gain DR 5/slashing.
+10: You no longer take falling damage.
+15: You convert an amount of lethal physical damage that you take equal to your BAB into nonlethal damage.
Hoplite Armour
AC +6, Max Dex +1, ACP -9, ASP -5
This is what Spartans SHOULD have been wearing.
BAB
+1: You are encased in bronze and negate the first 5 points of nonlethal damage from any physical attack.
+5: You gain DR 5/critical hits.
+10: Your armour check penalty is halved.
+15: You gain DR 10/critical hits.
Stone Plate
AC +10, Max Dex +0, ACP -9, ASP -11
Grown or carved from solid stone, this Dwarven armor is amazingly hard to move in, but the protection is amazing.
BAB
+1: You are encased in stone and negate the first 5 points of nonlethal damage from any physical attack.
+5: You gain DR 5/adamantine.
+10: You are regarded as a great hero of the Dwarves. Unless you do something hostile, Dwarves will treat you
as Friendly. You also have the [Earth] subtype.
+15: You move through earth and stone as easily as walking upon. You earthglide as an earth elemental creature.
Thoughts? Opinions?