Difference between revisions of "Dragon Armor (3.5e Equipment)"

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Dragon armor is a formidable full-body armor that grants protection similar to that of a [[SRD:Full Plate|full plate]], but is surprisingly easy to move around in. The most flexible dragonhide makes the underlay, while the breast-and-back, tassets, pauldrons, armets, greaves, gauntlets and sabatons are made from interwoven dragonscale reinforced with ridges of dragonbone.  
 
Dragon armor is a formidable full-body armor that grants protection similar to that of a [[SRD:Full Plate|full plate]], but is surprisingly easy to move around in. The most flexible dragonhide makes the underlay, while the breast-and-back, tassets, pauldrons, armets, greaves, gauntlets and sabatons are made from interwoven dragonscale reinforced with ridges of dragonbone.  
  
Dragon armor is hard to refit, and with mundane tools the fit can only be altered by up to a few percent from the original tailoring without using additional material. Since dragonhide, scale and bone are exceedingly rare and the armors were tailored to a specific user, there is an enormously competitive market for dragon armor, where suits are traded between collectors for highly inflated prices in the hopes of obtaining one that can be modified to provide a sufficient fit. Wearing dragon armor that isn't properly fit reduces the maximum [[SRD:Dexterity Bonus|Dexterity]] bonus to [[SRD:Armor Class|AC]] by 2, and increases the [[SRD:Armor Check Penalty|armor check penalty]] by 3. It is possible to refit a dragon armor to any body shape of a similar creature type and size category with the help of a ''[[SRD:Fabricate|fabricate]]'' spell, but the caster must also succeed in the [[SRD:Craft Skill|Craft]] checks necessary to craft the armor for the result to be effective.  
+
Dragon armor is hard to refit, and with mundane tools the fit can only be altered by up to a few percent from the original tailoring without using additional material. Since dragonhide, scale and bone are exceedingly rare and the armors were tailored to a specific user, there is an enormously competitive market for dragon armor, where suits are traded between collectors for highly inflated prices in the hopes of obtaining one that can be modified to provide a sufficient fit. Wearing dragon armor that isn't properly fit reduces the maximum [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|AC]] by 2, and increases the [[SRD:Armor Check Penalty|armor check penalty]] by 3. It is possible to refit a dragon armor to any body shape of a similar creature type and size category with the help of a ''[[SRD:Fabricate|fabricate]]'' spell, but the caster must also succeed in the [[SRD:Craft Skill|Craft]] checks necessary to craft the armor for the result to be effective.  
  
 
Dragon armor is fashioned from the hide, scales and bone of a specific type of [[SRD:Dragon Type|dragon]]. The species of dragon determines some of the armor's effects, as below. Using only the premium parts, a [[SRD:Huge Size|Huge]] dragon is enough for 1 suit of dragon armor for a [[SRD:Medium Size|Medium]] creature. A [[SRD:Gargantuan Size|Gargantuan]] dragon can make 2 suits, and a [[SRD:Colossal Size|Colossal]] dragon can make 4 suits. The dragon armor is always [[SRD:Masterwork|masterwork]]; price and benefits are subsumed in the above statistics.
 
Dragon armor is fashioned from the hide, scales and bone of a specific type of [[SRD:Dragon Type|dragon]]. The species of dragon determines some of the armor's effects, as below. Using only the premium parts, a [[SRD:Huge Size|Huge]] dragon is enough for 1 suit of dragon armor for a [[SRD:Medium Size|Medium]] creature. A [[SRD:Gargantuan Size|Gargantuan]] dragon can make 2 suits, and a [[SRD:Colossal Size|Colossal]] dragon can make 4 suits. The dragon armor is always [[SRD:Masterwork|masterwork]]; price and benefits are subsumed in the above statistics.
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*Dragon armor counts as a masterwork skill tool for the [[SRD:Intimidate Skill|Intimidate]] skill. When you use the [[SRD:Intimidate Skill|Intimidate]] skill, you may choose to effect any number of creatures within 20 feet of you.
 
*Dragon armor counts as a masterwork skill tool for the [[SRD:Intimidate Skill|Intimidate]] skill. When you use the [[SRD:Intimidate Skill|Intimidate]] skill, you may choose to effect any number of creatures within 20 feet of you.
 
*The AC counts as 2 higher when fighting enemies of the [[SRD:Dragon Type|Dragon]] type.
 
*The AC counts as 2 higher when fighting enemies of the [[SRD:Dragon Type|Dragon]] type.
*Some of the latent dragon magic is still within the scales of the armor. The armor grants additional benefits from the [[#Table|table]] below, depending on the species of dragon the armor is made from. All save DCs are [[SRD:Charisma|Charisma]]-based.
+
*Some of the latent dragon magic is still within the scales of the armor. The armor grants additional resistances and benefits from the [[#Table|table]] below, depending on the species of dragon the armor is made from. All save DCs are [[SRD:Charisma|Charisma]]-based.
  
{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
+
:{| cellspacing="0" cellpadding="0" class="zebra d20" style="text-align: left;"
 
|+ {{Anchor|Table}}: Dragon Armor
 
|+ {{Anchor|Table}}: Dragon Armor
! Chromatic Dragon || Primary Effect || Secondary Effect
+
! Chromatic Dragon || Resistances || Secondary Effects
 
|-
 
|-
| [[SRD:Black Dragon|Black]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 15 || Within 10 feet of you, bright illumination becomes shadowy, and shadowy<br>illumination becomes darkness.
+
| [[SRD:Black Dragon|Black]] || [[SRD:Acid Effect|Acid]] 15 || Within 10 feet of you, bright illumination becomes shadowy, and shadowy<br>illumination becomes darkness.
 
|-
 
|-
| [[SRD:Blue Dragon|Blue]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Electricity Effect|electricity]] 15 || Any sources of water-based liquid on your person last twice as long.
+
| [[SRD:Blue Dragon|Blue]] || [[SRD:Electricity Effect|Electricity]] 15 || Any sources of water-based liquid on your person last twice as long.
 
|-
 
|-
| [[SRD:Green Dragon|Green]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 15 || You can hold your breath twice as long, and the interval between taking<br>[[SRD:Nonlethal Damage|nonlethal damage]] due to [[SRD:Suffocation|suffocation]] is twice as long as normal.  
+
| [[SRD:Green Dragon|Green]] || [[SRD:Acid Effect|Acid]] 15 || You can hold your breath twice as long, and the interval between taking<br>[[SRD:Nonlethal Damage|nonlethal damage]] due to [[SRD:Suffocation|suffocation]] is twice as long as normal.  
 
|-
 
|-
| [[SRD:Red Dragon|Red]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Fire Effect|fire]] 15 || You can use ''[[SRD:Locate Object|locate object]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.  
+
| [[SRD:Red Dragon|Red]] || [[SRD:Fire Effect|Fire]] 15 || You can use ''[[SRD:Locate Object|locate object]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.  
 
|-
 
|-
| [[SRD:White Dragon|White]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Cold Effect|cold]] 15 || Your do not need to make any checks for walking or running on ice and<br>may coat one 10-foot square in slippery ice as a [[SRD:Standard Action|standard action]]. This is<br>equivalent to a ''[[SRD:Grease|grease]]'' [[SRD:Spell-Like Ability|spell-like ability]] usable three times per day.  
+
| [[SRD:White Dragon|White]] || [[SRD:Cold Effect|Cold]] 15 || Your do not need to make any checks for walking or running on ice and<br>may coat one 10-foot square in slippery ice as a [[SRD:Standard Action|standard action]]. This is<br>equivalent to a ''[[SRD:Grease|grease]]'' [[SRD:Spell-Like Ability|spell-like ability]] usable three times per day.  
 
|-
 
|-
! Chromatic Dragon || Primary Effect || Secondary Effect
+
! Chromatic Dragon || Resistances || Secondary Effects
 
|-
 
|-
| [[SRD:Brass Dragon|Brass]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Fire Effect|fire]] 15 || Immunity to sleep effects.
+
| [[SRD:Brass Dragon|Brass]] || [[SRD:Fire Effect|Fire]] 15 || You gain a +8 bonus to saving throws aginst sleep effects.
 
|-
 
|-
| [[SRD:Bronze Dragon|Bronze]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Electricity Effect|electricity]] 15 || You gain [[Druid#Wild Empathy|wild empathy]].
+
| [[SRD:Bronze Dragon|Bronze]] || [[SRD:Electricity Effect|Electricity]] 15 || You gain [[Druid#Wild Empathy|wild empathy]].
 
|-
 
|-
| [[SRD:Copper Dragon|Copper]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 15 || You can use ''[[SRD:Stone Shape|stone shape]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] once per day, but the<br>casting time is 1 minute for every cubic foot of stone you shape.
+
| [[SRD:Copper Dragon|Copper]] || [[SRD:Acid Effect|Acid]] 15 || You can use ''[[SRD:Stone Shape|stone shape]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] once per day, but the<br>casting time is 1 minute for every cubic foot of stone you shape.
 
|-
 
|-
| [[SRD:Gold Dragon|Gold]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Fire Effect|fire]] 15 || You can use the ''[[SRD:Gold Dragon#Detect Gems|detect gems]]'' ability for 1 minute/level per day.
+
| [[SRD:Gold Dragon|Gold]] || [[SRD:Fire Effect|Fire]] 15 || You can use the ''[[SRD:Gold Dragon#Detect Gems|detect gems]]'' ability for 1 minute/level per day.
 
|-
 
|-
| [[SRD:Silver Dragon|Silver]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 10 and [[SRD:Cold Effect|cold]] 10 || You may use ''[[SRD:Feather Fall|feather fall]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.
+
| [[SRD:Silver Dragon|Silver]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Cold Effect|Cold]] 10 || You may use ''[[SRD:Feather Fall|feather fall]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice per day.
 
|-
 
|-
! Primeval Dragon || Primary Effect || Secondary Effect
+
! Primeval Dragon || Resistances || Secondary Effects
 
|-
 
|-
| [[Calefact Dragon (3.5e Monster)|Calefact]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 10 and [[SRD:Fire Effect|fire]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[SRD:Cold Iron|cold iron]] and level 2 cold protection (see<br>''Protection against Cold'', [[Publication:Frostburn|Frostburn]] pg. 9).
+
| [[Calefact Dragon (3.5e Monster)|Calefact]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Fire Effect|Fire]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[SRD:Cold Iron|cold iron]] and level 2 cold protection (see<br>''Protection against Cold'', [[Publication:Frostburn|Frostburn]] pg. 9).
 
|-
 
|-
| [[Cerulean Dragon (3.5e Monster)|Cerulean]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Cold Effect|cold]] 10 and [[SRD:Electricity Effect|electricity]] 10 || You gain a +8 bonus to [[SRD:Will|Will]] saves vs [[SRD:Compulsion Subschool|compulsions]].
+
| [[Cerulean Dragon (3.5e Monster)|Cerulean]] || [[SRD:Cold Effect|Cold]] 10, [[SRD:Electricity Effect|Electricity]] 10 || You gain a +4 bonus to [[SRD:Will|Will]] saves vs [[SRD:Compulsion Subschool|compulsions]].
 
|-
 
|-
| [[Gelidus Dragon (3.5e Monster)|Gelidus]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 10 and [[SRD:Cold Effect|cold]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[Meteoric Iron (3.5e Equipment)|meteoric iron]] and level 2 heat protection<br>(see ''Protection against Heat'', [[Publication:Sandstorm|Sandstorm]] pg. 14).
+
| [[Gelidus Dragon (3.5e Monster)|Gelidus]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Cold Effect|Cold]] 10 || You gain [[SRD:Damage Reduction|damage reduction]] 3/[[Meteoric Iron (3.5e Equipment)|meteoric iron]] and level 2 heat protection<br>(see ''Protection against Heat'', [[Publication:Sandstorm|Sandstorm]] pg. 14).
 
|-
 
|-
| [[Lethus Dragon (3.5e Monster)|Lethus]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Inflict Light Wounds|negative energy]] 15 || You gain a +4 bonus to saving throws against [[SRD:Death Effect|death]] effects, [[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain|energy<br>drain]], and negative energy effects.
+
| [[Lethus Dragon (3.5e Monster)|Lethus]] || [[SRD:Inflict Light Wounds|Negative energy]] 15 || You gain a +4 bonus to saving throws against [[SRD:Death Effect|death]] effects, [[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain|energy<br>drain]], and negative energy effects.
 
|-
 
|-
| [[Malcurion Dragon (3.5e Monster)|Malcurion]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Cold Effect|cold]] 10 and [[SRD:Fire Effect|fire]] 10 || You gain 5 [[SRD:Temporary Hit Points|temporary hit points]] at the start of every turn. These do not<br>stack. You gain a +4 bonus to saving throws against [[SRD:Light Effect|light]] and radiation<br>effects.
+
| [[Malcurion Dragon (3.5e Monster)|Malcurion]] || [[SRD:Cold Effect|Cold]] 10 and [[SRD:Fire Effect|Fire]] 10 || You gain 5 [[SRD:Temporary Hit Points|temporary hit points]] at the start of every turn. These do not<br>stack. You gain a +4 bonus to saving throws against [[SRD:Light Effect|light]] and radiation<br>effects.
 
|-
 
|-
| [[Olympus Dragon (3.5e Monster)|Olympus]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 5, [[SRD:Cold Effect|cold]] 5 and<br>[[SRD:Electricity Effect|electricity]] 5 || You cast [[SRD:Healing Subschool|healing]] spells and spells with the [[SRD:Light Effect|Light]] descriptor at +2 [[SRD:Caster Level|caster<br>level]].
+
| [[Olympus Dragon (3.5e Monster)|Olympus]] || [[SRD:Acid Effect|Acid]] 5, [[SRD:Cold Effect|Cold]] 5,<br>[[SRD:Electricity Effect|Electricity]] 5, [[SRD:Fire Effect|Fire]] 5 || You cast [[SRD:Healing Subschool|healing]] spells and spells with the [[SRD:Light Effect|Light]] descriptor at +2 [[SRD:Caster Level|caster<br>level]].
 
|-
 
|-
| [[Orichalcum Dragon (3.5e Monster)|Orichalcum]] || [[SRD:Resistance to Energy|Resistance]] to [[SRD:Acid Effect|acid]] 10 and [[SRD:Electricity Effect|electricity]] 10 || You gain 50% [[Hinder Energy (3.5e Creature Ability)|hindrance]] and a +4 bonus to saving throws against spells<br>and effects that [[SRD:Disintegrate|disintegrate]], [[SRD:Destruction|destroy]] or [[Singularity (3.5e Spell)|annihilate]] matter.
+
| [[Orichalcum Dragon (3.5e Monster)|Orichalcum]] || [[SRD:Acid Effect|Acid]] 10, [[SRD:Electricity Effect|Electricity]] 10 || You gain 50% [[Hinder Energy (3.5e Creature Ability)|hindrance]] and a +4 bonus to saving throws against spells<br>and effects that [[SRD:Disintegrate|disintegrate]], [[SRD:Destruction|destroy]] or [[Singularity (3.5e Spell)|annihilate]] matter.
 
|-
 
|-
| [[Qilung Dragon (3.5e Monster)|Qilung]] ||
+
| [[Qilung Dragon (3.5e Monster)|Qilung]] || [[SRD:Cold Effect|Cold]] 15 || You gain a +4 bonus to saves against [[SRD:Water Effect|water]] effects and cast spells with<br>the [[SRD:Water Effect|Water]] descriptor at +2 [[SRD:Caster Level|caster level]].
 
|-
 
|-
| [[Tempest Dragon (3.5e Monster)|Tempest]] ||
+
| [[Tempest Dragon (3.5e Monster)|Tempest]] || [[SRD:Electricity Effect|Electricity]] 15 || You may use the [[Tempest Dragon (3.5e Monster)|lightning blink]] ability of a wyrmling [[Tempest Dragon (3.5e Monster)|tempest dragon]] 3/day.
 
|-
 
|-
! Other || Armor Benefit
+
! Other || Resistances || Secondary Effects
 
|-
 
|-
| Force || [[SRD:Force Dragon|Deflection Force]], Immunity to force
+
| [[SRD:Force Dragon|Force]] || [[SRD:Force Effect|Force]] 15 || You gain a +8 bonus to saving throws aginst [[SRD:Paralyzed|paralysis]] effects.
 
|-
 
|-
| Prismatic || [[SRD:Prismatic Dragon|Deflecting Force]], [[SRD:Prismatic Dragon|Immune to Light and Blindness]]
+
| [[SRD:Prismatic Dragon|Prismatic]] || [[SRD:Acid Effect|Acid]] 5, [[SRD:Cold Effect|Cold]] 5,<br>[[SRD:Electricity Effect|Electricity]] 5, [[SRD:Fire Effect|Fire]] 5 || You gain a +4 bonus to [[SRD:Light Effect|light]] effects. If the effect is [[SRD:Prismatic Spray|prismatic]] in nature, the<br>bonus increases to +8.
 
|}
 
|}
  
[[SRD:Craft Skill|Craft]] (<-craft skill->) DC [[Craft DC::<-DC here->]]. Market Price [[Cost::<-cost-> gp]].</onlyinclude>
+
[[SRD:Craft Skill|Craft]] (armorsmithing and hideworking) DC [[Craft DC::38]]. Market Price 7,000 gp.</onlyinclude>
 +
 
  
 
----
 
----

Revision as of 12:28, 23 November 2016

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Author: Sulacu (talk)
Date Created: November 23, 2016
Status: Complete
Editing: Clarity edits only please
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Dragon Armor

Ahh, dragon slaying. Knighthood's greatest calling. Throughout the ages, many great heroes partook in the campaigns against mighty and terrible dragons. These precious suits of armor serve as evidence of these great victories.

Sulacu (Heavy)
Size Humanoid
Cost
Nonhumanoid
Cost
Armor
Bonus
Weight Hit
Points
Small 7000 gp 14000 gp +8 22.5 lb. 60
Medium 7000 gp 14000 gp +8 45 lb. 60
Non-Standard Sizes
Fine 3500 gp 7000 gp +2 4.5 lb. 60
Diminutive 3500 gp 7000 gp +2 4.5 lb. 60
Tiny 3500 gp 7000 gp +2 4.5 lb. 60
Large 14000 gp 28000 gp +8 90 lb. 60
Huge 28000 gp 56000 gp +8 225 lb. 60
Gargantuan 56000 gp 112000 gp +8 360 lb. 60
Colossal 112000 gp 224000 gp +8 540 lb. 60
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure
Hardness
+2 -3 25% 15
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.
Don Don Hastily Remove
4 minutes2 4 minutes1 1d4+1 minutes1
  1. If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
  2. The wearer must have help to don this armor. Without help, it can be donned only hastily.

Dragon armor is a formidable full-body armor that grants protection similar to that of a full plate, but is surprisingly easy to move around in. The most flexible dragonhide makes the underlay, while the breast-and-back, tassets, pauldrons, armets, greaves, gauntlets and sabatons are made from interwoven dragonscale reinforced with ridges of dragonbone.

Dragon armor is hard to refit, and with mundane tools the fit can only be altered by up to a few percent from the original tailoring without using additional material. Since dragonhide, scale and bone are exceedingly rare and the armors were tailored to a specific user, there is an enormously competitive market for dragon armor, where suits are traded between collectors for highly inflated prices in the hopes of obtaining one that can be modified to provide a sufficient fit. Wearing dragon armor that isn't properly fit reduces the maximum Dexterity bonus to AC by 2, and increases the armor check penalty by 3. It is possible to refit a dragon armor to any body shape of a similar creature type and size category with the help of a fabricate spell, but the caster must also succeed in the Craft checks necessary to craft the armor for the result to be effective.

Dragon armor is fashioned from the hide, scales and bone of a specific type of dragon. The species of dragon determines some of the armor's effects, as below. Using only the premium parts, a Huge dragon is enough for 1 suit of dragon armor for a Medium creature. A Gargantuan dragon can make 2 suits, and a Colossal dragon can make 4 suits. The dragon armor is always masterwork; price and benefits are subsumed in the above statistics.

The dragon armor grants the following benefits when worn, on top of its general protective capabilities:

  • Dragon armor counts as a masterwork skill tool for the Intimidate skill. When you use the Intimidate skill, you may choose to effect any number of creatures within 20 feet of you.
  • The AC counts as 2 higher when fighting enemies of the Dragon type.
  • Some of the latent dragon magic is still within the scales of the armor. The armor grants additional resistances and benefits from the table below, depending on the species of dragon the armor is made from. All save DCs are Charisma-based.
Table: Dragon Armor
Chromatic Dragon Resistances Secondary Effects
Black Acid 15 Within 10 feet of you, bright illumination becomes shadowy, and shadowy
illumination becomes darkness.
Blue Electricity 15 Any sources of water-based liquid on your person last twice as long.
Green Acid 15 You can hold your breath twice as long, and the interval between taking
nonlethal damage due to suffocation is twice as long as normal.
Red Fire 15 You can use locate object as a spell-like ability twice per day.
White Cold 15 Your do not need to make any checks for walking or running on ice and
may coat one 10-foot square in slippery ice as a standard action. This is
equivalent to a grease spell-like ability usable three times per day.
Chromatic Dragon Resistances Secondary Effects
Brass Fire 15 You gain a +8 bonus to saving throws aginst sleep effects.
Bronze Electricity 15 You gain wild empathy.
Copper Acid 15 You can use stone shape as a spell-like ability once per day, but the
casting time is 1 minute for every cubic foot of stone you shape.
Gold Fire 15 You can use the detect gems ability for 1 minute/level per day.
Silver Acid 10, Cold 10 You may use feather fall as a spell-like ability twice per day.
Primeval Dragon Resistances Secondary Effects
Calefact Acid 10, Fire 10 You gain damage reduction 3/cold iron and level 2 cold protection (see
Protection against Cold, Frostburn pg. 9).
Cerulean Cold 10, Electricity 10 You gain a +4 bonus to Will saves vs compulsions.
Gelidus Acid 10, Cold 10 You gain damage reduction 3/meteoric iron and level 2 heat protection
(see Protection against Heat, Sandstorm pg. 14).
Lethus Negative energy 15 You gain a +4 bonus to saving throws against death effects, energy
drain
, and negative energy effects.
Malcurion Cold 10 and Fire 10 You gain 5 temporary hit points at the start of every turn. These do not
stack. You gain a +4 bonus to saving throws against light and radiation
effects.
Olympus Acid 5, Cold 5,
Electricity 5, Fire 5
You cast healing spells and spells with the Light descriptor at +2 caster
level
.
Orichalcum Acid 10, Electricity 10 You gain 50% hindrance and a +4 bonus to saving throws against spells
and effects that disintegrate, destroy or annihilate matter.
Qilung Cold 15 You gain a +4 bonus to saves against water effects and cast spells with
the Water descriptor at +2 caster level.
Tempest Electricity 15 You may use the lightning blink ability of a wyrmling tempest dragon 3/day.
Other Resistances Secondary Effects
Force Force 15 You gain a +8 bonus to saving throws aginst paralysis effects.
Prismatic Acid 5, Cold 5,
Electricity 5, Fire 5
You gain a +4 bonus to light effects. If the effect is prismatic in nature, the
bonus increases to +8.

Craft (armorsmithing and hideworking) DC 38. Market Price 7,000 gp.



Back to Main Page3.5e HomebrewEquipmentMundane Armor

Arcane Spell Failure25% +
Armor Bonus+8 +
Armor Check-4 +
AuthorSulacu +
Cost7000 gp +
Craft DC35 +
Identifier3.5e Equipment +
Max Dex Bonus+2 +
RatingUndiscussed +
SummaryA formidable full-body armor fashioned from dragonhide, dragonscales and dragon bone. +
TitleDragon Armor +
TypeHeavy +
Weight50 lb. +