Some Exotic Armors
New And Exotic Armors
Because a fantasy universe should not be limited to “leather, chain, plate”.
This is a selection of (I think) interesting and unusual types of armor, as might be found among different cultures and species. While some use minor magic or alchemy in their construction, they’re not considered magical, but can be enchanted as can any other armor type. (Been working on this, on and off, for a month. Posting it as-is, to post *something*, already. Heavy armors coming soon.)
Shields |
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Shield | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed | Weight | |
30 ft. | 20 ft. | |||||||
Fungal Cap, Small | 7 gp | +1 | — | –1 | 5% | — | — | 3 lbs. |
Fungal Cap, Large | 10 gp | +2 | — | –2 | 5% | — | — | 5 lbs. |
Gelatinous Flesh | 12 gp | +2 | — | –2 | 10% | — | — | 6 lbs. |
Fungal Cap, Small: These shields are made by many underground races, especially those with little access to metal ores. By taking the caps off underground mushrooms, and coating them with an alchemical lacquer to add rigidity, a reasonable shield can be formed. On a critical hit from a melee attack, however, the shield will shatter, gaining the broken condition. It will also release a puff of choking spores, so that the attacker, if they are adjacent to the defender, must make a DC 12 Fortitude save or be nauseated for 1 round.
Fungal Cap, Large: As fungal cap, small but a large shied, and the DC for the Fortitude save is 14.
Gelatinous Flesh: By carefully slicing and drying a chunk of a gelatinous cube, a rigid sheet can be formed, which can then be placed into a frame. When an enemy misses with a bludgeoning weapon (other than natural weapons) by 5 or more points, the attack rebounds, smacking the attacker in the face for 1-3 points of damage. However, the shield can be over-dried; if the wielder is subjected to fire damage, the shield will crumble to powder and be permanently destroyed.
Light Armor |
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Armor | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed | Weight | |
30 ft. | 20 ft. | |||||||
Living Bark | 5 gp | +2 | +4 | –2 | 10% | — | — | 5 lbs. |
Crystal Silk | 250 gp | +1 | — | – | 0% | — | — | 1 lbs. |
Living Bark: A secret of cultures that dwell in woodlands, jungles, or swampy groves, living bark armor is made by carefully harvesting bark from trees and treating it constantly with herbs and unguents (the cost of this is not included in the price; this armor is usually kept as communal property by elves, lizardmen, and similar species, given to scouts and warriors as needed, and maintained by the people’s druids, shamans, wise ones, or the like). While somewhat bulky, it has the advantage of adding a +2 equipment bonus to Stealth checks made in the environment the bark was acquired from — this is not affected by the -2 Armor Check Penalty, so the full +2 is gained. This bonus increases to +4 if the wearer is not moving, making it ideal for setting up ambushes. Because the armor is still living, spells which damage or kill plants will affect it, as will warp wood and the like.
If living bark armor is enchanted, it no longer needs to be treated to be kept alive; this is part of the enchantment process and imposes no costs.
Crystal Silk: In areas where links to the elemental plane of earth are common (such as in deep caverns, far underground, isolated from sky and sea by a dozen miles or more), trade can occur. One such item is crystal silk, harvested from the creatures of the elemental plane of earth, and woven by skilled craftspeople into armor vests. It is phenomenally light, flexible, and strong, as well as being hard to cut or pierce, granting DR 1 against non-magical cutting or piercing weapons. Enchanted crystal silk increases this by half the enchantment bonus (minimum 1), but only against weapons with a lower bonus. (So +3 crystal silk has DR 2 against cutting or piercing weapons of +2 or less.)
Medium Armor |
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Armor | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed | Weight | |
30 ft. | 20 ft. | |||||||
Turtle Shell Breastplate |
300 gp | +5 | +3 | –3* | 20% | 20 ft. | 15 ft. | 25 lbs. |
Pain Mail |
125 gp | +6 | +3 | –6** | 25% | 20 ft. | 15 ft. |
40 lbs. |
*Except for Stealth checks.
**See description
Turtle Shell Breastplate: Island dwellers are the most common manufacturers of this armor, formed from the shell of a giant turtle. While bulky and odd-looking, it has a distinct advantage due to its non-metallic, one-piece, nature: The armor check penalty for Stealth checks is only -1.
Pain Mail: A creation of orcs, bugbears, gnolls, and similar races, “pain mail” is basically chainmail made from barbed wire. The design has most of the barbs sticking outwards, but enough touch the flesh of the wearer to inflict constant small wound and scratches. This has several effects. First, anyone grappled by someone wearing pain mail takes 1 point of damage every round, automatically. Second, if a pain mail wearer suffers a critical hit, they begin Bleeding at 1/round (stacks with all other Bleed effects), DC 12 Fortitude save to stop. Third, a pain mail wearer can reduce the armor check penalty to -4 by taking 1d4 damage each time they make a skill check that would be affected by such a penalty. Lastly, a wearer of pain mail gets a +2 on Intimidate checks against beings with a Wisdom of 9 or less (“Wow, he’s so tough!”) but a -2 on Intimidate checks against beings with a Wisdom of 12 or more (“What a freakin’ moron!”).
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