Arms And Armour

The following tables list supplementary equipment available in addition to the normal equipment in the SRD. They do not replace any of the equipment allowed from any of the other approved sources and are included purely for the benefit of diversifying characters in the world and the possessions they may acquire. Happy shopping.


Simple Weapons

Light Melee Weapons

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Carvet Dagger 40 gp 1d3+1 1d4+1 19-20/x2 10 ft. 1 lb. P
Claws of the Weasel 5 gp 1d3 1d4 x3 1 lb. P
Gutblade 80 gp 1d3 1d4 18-20/x2 1 lb. P
Iron Comb 4 gp 1d3 1d4 x3 1 lb. P
Spiked Gauntlet 5 gp 1d3 1d4 x2 1 lb. P

Carvet Dagger: A finely crafted skinning knife able to part flesh much easier than a typical dagger, often used by butchers as much as adventurers.

Claws of the Weasel: These items fit like gauntlets, and have 6 inch metal claws that can be used for both climbing and for fighting. For combat purposes, they function the same as spiked gauntlets. When a character wears these when making a Climb check, he receives a +4 circumstance bonus.

Gutblade: A tiny weapon, the gutblade is a single-edged dagger with an arrow shaped tip and a sharp backward sweeping hook on the front of the blade. Designed for skinning and gutting, this blade often sees use as a secondary weapon in battle.

Iron Comb: This large iron comb features sharp teeth, and although it can be worn in the hair, it is normally gripped and used to punch with, inflicting puncture wounds.

Spiked Gauntlet: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

One Handed Melee Weapons

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Fighting Claw 5 gp 1d4 1d6 x3 2 lb. P
Iron Pipe 2 gp 1d4 1d6 x2 2 lb. B
Pilam 5 gp 1d4 1d6 x3 20 ft. 4 lb. P

Fighting Claw: A primitive weapon, a fighting claw consists of a long bone rod, sharpened at both ends, with three spikes sticking straight out from the center. It is held in a closed fist with the spikes poking out between the fingers. Assassins often use this weapon to disguise murders as wild beast attacks.

Iron Pipe: A seemingly innocuous weapon, the iron pipe is a long, slender smoking pipe constructed entirely of iron. The bowl is heavy enough to strike clubbing blows. All monks are automatically proficient in the use of this weapon.

Pilam: This is a stocky javelin with a 2 ft. long, barbed steel rod as a spearhead. Although less aerodynamic than a standard javelin, the pilam has tremendous penetrating power. Upon a critical hit, along with whatever critical damage and critical effect, the pilam penetrates and imbeds itself in the target’s shield (if it uses one) and weights it down as the spearhead bends, itself becoming useless. This
does, however, make the shield encumbered and useless, negating its AC bonus. Extracting the pilam requires a Strength check (DC 15) and provokes an attack of opportunity. Because the spearhead often bends, becoming useless, the pilam is considered a disposable weapon so masterwork pilam are a rarity and magical ones are practically unheard of.

Two Handed Melee Weapons

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Golden Melon Hammer 15 gp 1d6 1d8 x3 14 lb. B
Lashing Staff 3 gp 1d6 1d8 x2 5 lb. B

Golden Melon Hammer: This short rod bears a large faceted iron head. It is slightly heavier than a mace and deals tremendous, crushing blows to its targets.

Lashing Staff: A staff with a single nunchaku-like flail head, the lashing staff resembles an agricultural flail.

Range Weapons and Ammunition

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Hollow Crossbow Bolts (10) 25 gp 1d4 1d4 x2 1 lb. P
Sandsling 2 gp 15 ft. 1 lb.
Starbite Javelin 360 gp 2d4 2d6 19-20/x3 20 ft. 3 lb. P

Hollow Crossbow Bolts: These are what appear to be normal crossbow bolts. However the shaft has been hollowed and waxed, allowing it to contain two doses of poison. When it strikes its target, the shaft shatters and delivers the poison. Damage is reduced by the lighter weight and construction.

Sandsling: The sandsling is a primitive device used to fling sand into an opponent’s face, causing a temporary loss of sight. It consists of two long straps of leather attached to a cylindrical tube filled with sand. One side of the tube has a hinged lid, while the other is sealed shut. When the sling is swung around, one of the leather straps holds the lid closed, keeping the sand in the tube. As soon as this strap is released, the lid opens and the sand shoots out, flying toward the intended target.

The sandsling was invented by desert dwelling nomadic tribes. It quickly achieved popularity, as its ammunition was readily obtainable. Many adventurers have discovered other creative uses, replacing the sand with various types of ammunition such as dust of appearance or pepper. A hit with sand from a sandsling dazzles the victim for 1d3 rounds, causing a –1 circumstance penalty to all attack rolls, saving throws, and skill checks unless a Fortitude save (DC 15) is successful. The weapon has no effect on sight-less creatures.

Starbite Javelin: This is a masterwork javelin whose head hides a tension-cocked mechanism that drives barbs or blades out of the head of the weapon when it strikes a target. It also contains a poison reservoir that is revealed when the haft is twisted, allowing poison to be added. The shaft is screwed back onto the head. The impact of the weapon striking a target triggers the mechanism that forces the barbs or jagged blades out into the target’s flesh, releasing the poison. In addition, the blades lock in place inflicting 2d4 points of damage if pulled from the wound, or 1d4 points if surgically removed with a successful Heal check (DC 15).

Martial Weapons

Light Melee Weapons

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Bushknife 10 gp 1d6 1d6 19-20/x2 4 lb. S
Cinqueda Sword 100 gp 1d6 2d4 x3 3 lb. P
Duck Spade 15 gp 1d4 1d6 19-20/x2 3 lb. S
Fencing Saber 550 gp 1d4 1d6 18-20/x2 3 lb. P

Bushknife: Many halfings and rangers use the bushknife as both a weapon and a tool. It has a short, chopping blade that is useful for clearing a way through heavy brush.

Cinqueda Sword: This is an uncommon “five-finger” shortsword. The base of its blade is as broad as a hand, tapering quickly up to a narrow point.

Duck Spade: More akin to a large-bladed, all-metal handaxe than a spade, the duck spade is an effective slashing weapon, and is normally used in pairs.

Fencing Saber: A light slashing sword, the fencing saber is a courtly weapon, used by many duelists and fencers. It is a very sharp and very fast weapon and compares favorably with the rapier. Saber fencers may use the Weapon Finesse feat to apply their Dexterity modifier instead of their Strength modifier to attack rolls with a fencing saber.

One Handed Melee Weapons

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Basket-hilted Backsword 250 gp 1d4/1d3 1d6/1d4 18-20/x2 6 lb. S or B
Dadao Sword 370 gp 1d4 1d6 19-20/x3 5 lb. S
Fanged Blade 450 gp 1d6+1 1d8+1 19-20/x2 3 lb. S
Schiavona Sword 600 gp 1d6 1d8 18-20/x2 3 lb. P or S

Basket-hilted Backsword: This single-edged sword is around three feet in length, and the hilt features a hand guard often elegantly crafted that covers the top and front of the hand. Like a rapier, the guard protects the hand, but unlike a rapier’s guard, the basket hilt guard is heavy, making the weapon more suitable for slashing than thrusting. The heavy basket is a weapon in its own right. A successful attack roll with the weapon can also be resolved as a basket punch, inflicting bludgeoning damage.

Dadao Sword: This heavy single-bladed sword bears a long handle and a curved, tapered blade. It can be wielded either one or two handed to deal powerful blows in melee.

Fanged Blade: This blade is similar in length to a longsword, but it is constructed from a rare wood called steelwood and lined with a series of razor sharp spikes. The hilt of the weapon is normally wrapped in leather, and is often decorated with hanging beadwork and feathers.

Schiavona Sword: The schiavona is a soldier’s sword is suitable for both cutting and thrusting. Its extreme ease of use and excellent balance makes it equally suitable for both foot soldiers and cavalry. The hilt is a complex assembly of iron bars, which forms a basket that provides very good protection for the wielder’s hand without the bulk associated with most basket hilts. On the inner side of the cross
guard is an iron thumb loop. A type of schiavona with a more elaborate guard in the form of interlocking leaves and stems is a favored sword among elves.

Two Handed Melee Weapons

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Bardiche 30 gp 1d8 1d10 19-20/x2 9 lb. S
Bladeharp 150 gp 1d6/1d6 1d8/1d8 19-20/x2 20 lb. S
Claymore 90 gp 1d10 1d12 19-20/x2 15 lb. S
Executioner’s Sword 675 gp 1d10 1d12 x4 18 lb. S
Ghost Head Sword 315 gp 1d8 1d10 18-20/x2 17 lb. S
Meteor Spear 8 gp 1d6 1d8 x3 7 lb. P
Nightling Cleaver 350 gp 1d8 1d10 18-20/x2 20 lb. S
Wolf Teeth Club 8 gp 1d6 1d8 x3 5 lb. B and P

Bardiche: This is a heavy axe with a long, broad blade 2 to 3 ft. in length mounted by two rings onto a 4 ft. shaft.

Bladeharp: A bladeharp is a sturdily crafted harp, fit with blades around the outside edges. It can either be played as a harp or wielded as a weapon. The harp is constructed from steel-reinforced wood so as not to break when it is employed in combat.

Claymore: The claymore is the famous type of greatsword. These weapons are usually between four and six feet long, with a double-edged blade and extended hilt for a two-handed grip. Some of these weapons feature drooping quillions, and most have a leather-covered ricasso, which allows the shoulder of the blade to be gripped for better control in close-quarter fighting. The claymore is a
weapon that requires strength and control to wield effectively, and its weight and length gives it significant momentum that can be used to advantage when fighting multiple opponents. When used by a character with the Cleave feat, a successful Strength check (DC 15) allows one additional Cleave attack in a round.

Executioner’s Sword: Although not very practical for combat, the executioner’s sword has a long tradition of service, it is used to behead criminals. These blades were originally never used for anything but executions by their proper wielders, but some have taken to using beheading swords for more mundane purposes. Using a beheading sword in combat incurs a –3 penalty to attack (cumulative with the penalty for not being proficient with the weapon) due to its strange balance. Executioner’s swords are balanced for chopping from an overhand position, rather than completing complicated combat maneuvers. Anyone with the Martial Weapon proficiency and a Strength score of at least 22 ignores the –3 penalty for using it.

Ghost Head Sword: This heavy broadsword has a curved, tapered, single-edged blade with saw teeth on its back edge. It is typically
wielded two handed and used to deal powerful, gaping wounds to its targets.

Meteor Spear: This weapon is a normal shortspear with a crossbar set near the tip. The wielder can set his feet on the crossbar and fall for a distance, landing on the point with the full weight of his body. This is considered a standard melee attack. If this attack hits its target, an additional 1d10 points of damage per 10 feet of falling is dealt (1d6 for small creatures, 1d12 for large). This damage is multiplied on a critical hit. Anyone who makes this type of attack takes full falling damage for the distance of the fall minus 10 feet. A reflex save (DC distance fallen in feet) allows the attacker to halve this damage, but only if a successful attack is scored on an opponent. (Jumping out of a tree and missing is a painful lesson, but it must be learned.) The jump spear is typically employed as an ambush attack. Wielders hide in trees and on low cliffs
and wait for a target to walk below. If a jump spear is used in normal melee, it functions as a shortspear.

Nightling Cleaver: This weapon consists of a long, straight, heavy, single-edged blade, and has a long hilt designed for two hands. This weapon is wielded more like an axe than a sword.

Wolf Teeth Club: A large bludgeoning tool, the wolf teeth club is essentially a large, spiked head affixed to a slender five-foot pole.

Range Weapons and Ammunition

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Axehead Arrows (20) 5 gp x2 Per bow 7 lb. P
Barbed Arrows (20) 2 gp 1d6 1d8 19-20/x2 Per bow 3 lb. P
Double Recurve Bow 120gp 1d6 1d8 x3 100 ft. 3 lb. P
Grappling Arrows (5) 50 gp 1d4 x2 ½ distance 3 lb. P
Acid Arrow (1) 12 gp 1d4+1d4 Acid 1d4+1d4 Acid x2 Per bow .65 lb P+E
Fire Arrow (1) 22 gp 1d4+1d4 Fire 1d4+1d4 Fire x2 Per bow .65 lb P+E
Holy Arrow (1) 27 gp 1d4+2d4 Holy 1d4+2d4 Holy x2 Per bow .65 lb P+H
Acid Arrows (20) 225 gp 1d4+1d4 Acid 1d4+1d4 Acid x2 Per bow 13 lb P+E
Fire Arrows (20) 425 gp 1d4+1d4 Fire 1d4+1d4 Fire x2 Per bow 13 lb P+E
Holy Arrows (20) 525 gp 1d4+2d4 Holy 1d4+2d4 Holy x2 Per bow 13 lb P+H
Hollow Arrows (20) 25 gp 1d4 1d4 x2 Per bow 3 lb. P
Ironshod Arrows (20) 10 gp 1d8 1d10 19-20/x3 -60 ft. 20 lb. P
Sonic Arrows (5) 10 gp 1d2 1d3 x2 Per bow 3 lb. P

Axehead Arrow: This arrow has a small curved blade affixed to the head of the shaft. In addition to causing Slashing damage instead of Piercing damage, axehead arrows may be used to cut strings, ropes or vines from distance.

Barbed Arrow: While similar in size and weight to the traditional arrows used in warfare, these arrows are more likely to inflict a critical hit on the target.

Grappling Arrow: The head of this arrow was probably developed by some ingenious gnome. It consists of two steel blades on a center pin, which are designed to spring out once fired from the bow. The shaft of this arrow is reinforced to hold 250 lbs. The arrow has half the normal range increment. A ranged attack is made with an AC of the target being 15 when attempting to grapple onto normal sized house.

Hollow Arrow: These appear to be normal arrows or crossbow bolts, but the shaft has been hollowed and waxed, allowing it to contain two doses of poison. When it hits its target, the shaft shatters and delivers the poison. Damage is reduced by the lighter weight and construction.

Ironshod Arrow: The shaft of this arrow is composed of solid steel or cold iron, making it very heavy so much that these arrows can only be fired from a bow by a wielder with a Strength rating of 16 (+3) or better. Even then the arrow’s range is greatly diminished, but it possesses great penetrating power.

Sonic Arrow: The head of this arrow is a three inch-long cylinder that’s about ½ inch thick. The cylinder is hollowed out with a variety of holes allowing air to pass through them. Depending of the type of holes, a wide range of sound can be produced. A Craft (Musical Instrument) check needs to be made (DC 15) to produce a proper sounding sonic arrow. These arrows are primarily ?red off to warn all within earshot of it. The arrows can be made to sound like a variety of animal sounds. A Craft (Musical Instrument) check (DC 18) needs to be made to accomplish this.

Double Recurve Bow: The double recurve bow must be wielded with two hands. It is an incredibly powerful bow but sees less use than the typical Longbow.

Exotic Weapons

Light Melee Weapons

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Poisoned Hairpin 15 gp 1d2 1d2 x2 1 lb. P
Snake Ring 45gp 1d4 1d4 19-20/x2 2 lb. P or S
Triple-bladed Dagger 45 gp 1d4 1d6 18-20/x2 3 lb. P or S

Poisoned Hairpin: This six-inch hairpin appears little different from the normal variety. A poison hairpin is usually made of silver, and its end is often ornately decorated or inlaid with precious metals, shells, or rare woods. These hairpins are usually worn in pairs and are used to draw up long hair to the back or to the side. The hairpin can be used as a weapon and is equipped with a secret poison reserve. The poison can be released upon piercing an opponent by the depression of a small catch. The reserve holds enough poison for two strikes. Not surprisingly, a great number of these weapons have found their way into many a royal court and harems.

Snake Ring: A normal looking ring with hidden blades which reveal in melee, the snake ring has a wavy shaped stabbing blade projecting horizontally outwards with a clenched fist. Snake rings are normally used in pairs by monks, but can be used by anyone with the proper training.

Triple-Bladed Dagger: This weapon is favored by duelists as an off-hand parrying weapon. To all appearances, this is a normal main gauche with a broad quillion for parrying. A release catch in the hilt allows the blade to separate into three parts, forming a tridentlike weapon that can be more efficiently used for trapping an opponent’s weapon. If the opened dagger is used to disarm an opponent, the wielder receives a +3 bonus to the opposed attack roll.

One Handed Melee Weapons

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Double Flying Claw 18 gp 1d8 1d10 x2 4 lb. S
Elven Light Spear 15 gp 1d6 1d8 x2 20 ft. 4 lb. P
Manticore Tail Whip 180gp 1d3 + poison 1d3 + poison 19-20/x2 10 ft. (max) 2 lb. S

Double Flying Claw: The double flying claw consists of two metal claws, the five hooks on each spread like a clawing hand connected by a doubled cord six feet or more in length. A double flying claw is a double weapon. When used as a double weapon, it incurs all of the normal attack penalties associated with fighting with two weapons (although the off-hand weapon is considered light). The wielder can make trip attacks with the weapon, and if he is tripped during the trip attempt, he can drop the weapon to avoid being tripped himself. It can also be used to disarm an opponent, adding a +2 bonus to disarm attempts.

Light Elven Spear: Essentially a shortspear with a longer, thinner blade, the elven light spear is quick and deadly in the hands of a skilled wielder. Those not trained in its use find it unbalanced and encumbering. Experts favor this weapon because they can wield it effectively and yet carry a shield in their off-hand without penalty. Anyone with the proficiency for the spear can wield it in their off-hands as if they were light weapons. If the wielder readies an action to set this spear against a charge, double damage is dealt on a successful hit against a charging creature. The Weapon Finesse feat may be used to apply a Dexterity modifier instead of a Strength modifier to attack rolls with this weapon.

Manticore Tail Whip: The manticore tail is an unusual whip that ends in a leather cocoon with long hooked needles protruding from the tip, giving it an appearance similar to the tail of the legendary manticore. This cocoon hides a deadly secret, for it is a reservoir for poison. Centrifugal force generated when the whip is spun overhead pushes the poison slowly through the narrow, hollow needles at the tip, which is then delivered to the victim’s blood stream upon a successful strike by the hooks. The needles are designed such that the poison can only run through them if sufficient force is applied, so the manticore tail does not leak when it is not in use. The leather reservoir is firm enough that it is difficult to squeeze the poison out by hand. Unlike the whip the manticore tail causes real damage. It can be used to
make trip attacks and to disarm your opponent.

Two Handed Melee Weapons

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Battering Axe 200 gp 3d6 x3 40 lb. P and S
Dwarven Battlehammer 40 gp 1d8 1d10 x3 20 lb. B
Flying Weight 5 gp 1d4 1d6 19-20/x2 10 ft. 1½ lb. B
Gnome Hooked Hammer 50 gp 1d6/1d4 1d8/1d6 x3/x4 6 lb. B and P
Ogre Maul 410 gp 1d10 2d8 19-20/x2 50 lb. B or P
Sky Lance 1060gp 1d10 2d6 x3 10 lb. P
Stone, Mother and Son Hammer 7 gp 1d6/1d6 1d8/1d8 19-20/x2 7 lb. B
Widowmaker Axe 325 gp 1d10 1d12 19-20/x3 25 lb. S

Battering Axe: A battering axe is a massive doublebladed battleaxe that is too large for a Medium-size creature to use with two hands without special training; thus, it is an exotic weapon. Medium creatures cannot use a battering axe one-handed at all. A large creature can use the axe with two hands as a martial weapon weapon, or it could use the battering axe with one hand, but would be assessed the standard –4 non-proficiency penalty to its attack rolls. A Large creature with the Exotic Weapon Proficiency feat can use the battering axe in one hand without penalty. The weapon gets its name from its ability to rend structures as easily as people.

Dwarven Battlehammer: A dwarven battlehammer is too large to use in one hand unless the wielder is Large size or greater, in looks it's similar to a large runic maul.

Flying Weight: The flying weight is an oval or conical, egg-sized metal weight attached at the end of a cord of up to 15 feet in length. The flying weight is spun in the air and twirled around various parts of the body to gain tremendous momentum. The flying weight is a reach weapon that can strike opponents up to 15 feet away. Unlike other reach weapons, the weight can also strike at adjacent foes. The wielder makes trip and disarm attacks at a +1 bonus with a flying weight, and if tripped during a trip attempt, he can drop it to avoid being tripped. Characters may use the Weapon Finesse feat to add Dexterity instead of Strength modifiers to attack rolls with a flying weight. Wandering monks and clerics sometimes carry specially constructed aspergillums that double as flyying weights. When filled with holy water, these become devastating weapons against the undead. Another variation on the flying weight is to replace the round weight with a longer, narrower pointed one. This “rope javelin” changes the weapon type to “piercing” but decreases the damage to 1d6. A flying weight also makes a good impromptu grapple, giving its user a +1 circumstance bonus to Climb checks when used to scale walls and other structures.

Gnome Hooked Hammer: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon only one end of the weapon can be used in any given round.

You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped. Gnomes treat gnome hooked hammers as martial weapons.

Ogre Maul: A standard ogre maul is a Large exotic weapon, used for devastating double-handed attacks by Large-sized barbaric creatures of all types. Part hammer and part pickaxe, these weapons are massive clubs of raw iron, 7 ft. of crudely fashioned black metal topped with a blunt and pointed double-sided head. Any creature of medium-size or smaller struck by a critical hit from an ogre maul is thrown backwards in addition to taking the critical damage. Critically hit creatures are flung backwards 10 ft., suffering an extra 1d10 hit points of damage in addition to any critical damage suffered. Creatures flung backwards must roll a Reflex (DC 12) or fall prone. Creatures of medium-size whose Strength score is less than 20 cannot use this weapon, small-sized creatures cannot use this weapon regardless of Strength.

Sky Lance: A sky lance is meant for use from the back of an aerial mount. Due to the size of such mounts, especially their wingspan, the lance is exceptionally long, typically about 30 feet. A lance made of normal material would be impossibly difficult to wield, so it is usually created from other lightweight materials that are more expensive to forge. This type of lance inflicts double damage if charging, and triple damage if diving from a great height. It sees regular use by Avalonian Griffonriders.

Stone, Mother and Son Hammer: The mother and son hammer resembles a typical warhammer, but is much larger and heavier, each striking head being the size of a small melon, and the cord being replaced with a chain. This is a reach weapon, and can be used to strike opponents up to 10 feet away. Unlike other reach weapons, it can be used against adjacent foes. The wielder can also make disarm and trip attacks, and if tripped during a trip attempt, can drop the hammer to avoid being tripped. The mother and son hammer grants its wielder a +1 bonus to all trip and disarm attacks. A mother and son hammer is a double weapon. One can fight with it as if fighting with two weapons, incurring all of the normal attack penalties associated with fighting with two weapons (although the off-hand weapon is considered light).

Widowmaker: A widowmaker is a huge double-bladed axe crafted primarily by humanoids such as orcs and hobgoblins. The top portion of each axe blade is extended and barbed, allowing the widowmaker to be used as a piercing weapon, dealing 1d8 points of damage.

Range Weapons and Ammunition

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Range Increment Weight Type
Greatbow 325 gp 1d8 1d10 x3 90 ft. 5 lb. P
Hand Crossbow 100 gp 1d3 1d4 19–20/x2 30 ft. 2 lb. P
Harpoon Launcher 100 gp 1d10 1d12 19-20/x2 60 ft. 15 lb. P
Harpoon spear (1) 5 gp 5 lb.
Repeater Crossbow Clip (5 bolt clip) 1 gp 1 lb.
Repeating Hand Crossbow 350 gp 1d4 1d4 19-20/x2 30 ft. 4 lb. P
Repeating Heavy Crossbow 400 gp 1d8 1d10 19–20/x2 120 ft. 12 lb. P
Repeating Light Crossbow 250 gp 1d6 1d8 19–20/x2 80 ft. 6 lb. P
Triple-threat Crossbow 280 gp 1d8 1d10 19-20/x2 100 ft. 15 lb. P

Greatbow: Although most elven scouts and hunters prefer the smaller size and greater range of the longbow, select groups of soldiers train with greatbows, typically using them from battle platforms built high in great trees. A Medium greatbow is 6 ft. or more in height when strung, and only long hours of training will allow an archer to proficiently use this weapon. A greatbow is too unwieldy to use while mounted. As with other bows, if the wielder has a penalty for low Strength, he must apply it to damage rolls when using a greatbow.

Hand Crossbow: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes an attack of opportunity. You can shoot but not load a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Harpoon: A harpoon is an extra heavy crossbow adapted to fire short, barbed spears. The spears can be affixed to a cable (up to 30 ft. in length) that is wound onto a spool affixed beneath the muzzle of e bow. When the harpoon strikes an opponent and deals 7 or more points of damage, the head becomes lodged in the target’s body. The target is then bound by the cable to the harpoon, and can be tugged toward the wielder with an opposed Strength check. The cable (AC 14, hardness 8, hp 2) can be cut with a slashing weapon, or the spear may be pulled out of the body (a standard action) with a Strength check of 20 (inflicting 1d10 points of damage). Loading a harpoon is a full-round action that provokes an attack of opportunity.

Repeating Crossbow: The repeating crossbow (heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Repeating Hand Crossbow: A repeating hand crossbow holds five crossbow bolts and looks like a miniature version of its repeating cousin. As long as it holds bolts, the wielder can fire a repeating hand crossbow up to his normal number of attacks without reloading. Loading a repeating hand crossbow with a new clip is a full-round action that provokes an attack of opportunity.

Triple-threat Crossbow: This is a rare heavy crossbow with an extra wide stock. Three heavy bolt grooves run down the length of the stock with an especially wide string release at its base. This allows for up to three bolts to be fired at once. The wielder must make three separate attack rolls, one for each bolt and all bolts must be fired simultaneously at the same target. The crossbow is rather bulky and requires two hands to fire as well as load it. Because of its size, small-sized creatures, regardless of strength, must level the weapon upon a sturdy base of some sort, effectively bracing it so that it may be aimed properly. Fully loading the weapon is a full round action and provokes an attack of opportunity.


Light Armour

Armour Type Cost Armor Bonus Max Dex Armour Check Spell Failure 30 ft. 20 ft. Weight
Shamans robe 25 gp +0 +8 0 30 ft. 20 ft. 5 lb.
Silken web 1,200 gp +0 +12 0 30 ft. 20 ft. 10 lb.
Armored robe 100 gp +1 +8 0 30 ft. 20 ft. 5 lb.
Soft leather half armor 5 gp +1 +8 0 7% 30 ft. 20 ft. 5 lb.
Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lb.
Aketon, quilled 80 gp +1 +8 0 9% 30 ft. 20 ft. 15 lb.
Cleric’s vest 50 gp +1 +8 0 10% 30 ft. 20 ft. 10 lb.
Woven cord 10 gp +1 +7 -1 5% 30 ft. 20 ft. 10 lb.
Holy vestments 150 gp +1 +8 -1 5% 30 ft. 20 ft. 5 lb.
Doublet, reversible bardic 800 gp +1 +10 0 5% 30 ft. 20 ft. 10 lb.
Thistledown padded 905 gp +1 +10 0 0% 30 ft. 20 ft. 5 lb.
Chainmail corset 50 gp +1 +6 -1 10% 30 ft. 20 ft. 20 lb.
Doublet, shadow 50 gp +1 +8 -1 12% 30 ft. 20 ft. 10 lb.
Bishop’s mantle 100 gp +1 +8 -1 10% 30 ft. 20 ft. 15 lb.
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lb.
Barkskin 20 gp +2 +6 -1 12% 30 ft. 20 ft. 15 lb.
Bardic 700 gp +2 +8 0 10% 30 ft. 20 ft. 15 lb.
Beaded 75 gp +2 +6 -1 15% 30 ft. 20 ft. 15 lb.
Cleric’s robe, reinforced 80 gp +2 +6 -1 10% 30 ft. 20 ft. 5 lb.
Robe of yew leaves 300 gp +2 +6 0 10% 30 ft. 20 ft. 5 lb.
Fine leather 250 gp +2 +8 0 10% 30 ft. 20 ft. 5 lb.
Web 600 gp +2 +8 0 7% 30 ft. 20 ft. 5 lb.
Elven leafweave 2,350 gp +2 +6 -2 10% 30 ft. 20 ft. 10 lb.
Buckskin 75 gp +3 +6 0 10% 30 ft. 20 ft. 15 lb.
Double leather 20 gp +3 +4 -3 20% 30 ft. 20 ft. 20 lb.
Studded leather 25 gp +3 +5 -1 15% 30 ft. 20 ft. 20 lb.
Studded web 1,000 gp +3 +7 -1 10% 30 ft. 20 ft. 10 lb.
Bone exoskeleton 1,300 gp +3 +6 -2 15% 30 ft. 20 ft. 15 lb.
Chain shirt 100 gp +4 +4 -2 20% 30 ft. 20 ft. 25 lb.
Plated leather 2,000 gp +4 +5 -1 15% 30 ft. 20 ft. 25 lb.
Sap hide 3,300 gp +4 +6 -1 10% 30 ft. 20 ft. 15 lb.
Spiderweave, silver 2,500 gp +4 +4 -2 25% 30 ft. 20 ft. 15 lb.
Heartwood shirt 4,500 gp +4 +4 -3 25% 30 ft. 20 ft. 25 lb.

Medium Armour

Armour Type Cost Armor Bonus Max Dex Armour Check Spell Failure 30 ft. 20 ft. Weight
Bone plate 100 gp +3 +4 -4 25% 20 ft. 15 ft. 22 lb.
Hide 15 gp +3 +4 -3 20% 20 ft. 15 ft. 25 lb.
Clay armor 25 gp +3 +4 -3 22% 20 ft. 15 ft. 30 lb.
Slat armor 30 gp +3 +4 -3 25% 20 ft. 15 ft. 25 lb.
Hide mail, crested 50 gp +3 +5 -3 20% 20 ft. 15 ft. 25 lb.
Hide mail, fur-lined 50 gp +3 +5 -3 23% 20 ft. 15 ft. 25 lb.
Hauberk 125 gp +3 +4 -2 20% 20 ft. 15 ft. 25 lb.
Hide, glacier beast 900 gp +3 +6 -3 20% 20 ft. 15 ft. 25 lb.
Oaken tree bark armor 50 gp +4 +3 -4 20% 20 ft. 15 ft. 25 lb.
Scale mail 50 gp +4 +3 -4 25% 20 ft. 15 ft. 30 lb.
Wooden plate 50 gp +4 +3 -4 22% 20 ft. 15 ft. 25 lb.
Brigandine, scaled 100 gp +4 +3 -4 27% 20 ft. 15 ft. 30 lb.
Sculpted scale mail 150 gp +4 +4 -3 22% 20 ft. 15 ft. 30 lb.
Woodweave coat 1,500 gp +4 +3 -3 25% 20 ft. 15 ft. 15 lb.
Bone mail 100 gp +5 +2 -5 27% 20 ft. 15 ft. 35 lb.
Ringmail 190 gp +5 +3 -3 25% 20 ft. 15 ft. 30 lb.
Chainmail 150 gp +5 +2 -5 30% 20 ft. 15 ft. 40 lb.
Iron mantle 150 gp +5 +2 -5 25% 20 ft. 15 ft. 30 lb.
Shock shell 200 gp +5 +3 -4 35% 20 ft. 15 ft. 25 lb.
Breastplate 200 gp +5 +3 -4 25% 20 ft. 15 ft. 30 lb.
Traveler’s plate 3,500 gp +5 +4 -4 27% 20 ft. 15 ft. 25 lb.
Heraldic coin armor 4,200 gp +5 +4 -4 30% 20 ft. 15 ft. 30 lb.
Rigid breastplate 5,000 gp +6 +3 -6 25% 20 ft. 15 ft. 35 lb.
Shalik plate 12,000 gp +7 +3 -4 25% 20 ft. 15 ft. 30 lb.

Heavy Armour

Armour Type Cost Armor Bonus Max Dex Armour Check Spell Failure 30 ft. 20 ft. Weight
Splint mail 200 gp +6 +0 -7 40% 20ft 15ft 45lb
Banded mail 250 gp +6 +1 -6 35% 20ft 15ft 35lb
Taskmaster armor 400 gp +6 +1 -5 40% 20ft 15ft 40lb
Splint, steelwood 500 gp +6 +2 -7 40% 20ft 15ft 40lb
Morbius mail 700 gp +6 +0 -7 35% 20ft 15ft 45lb
Plant Fiber plate 2,500 gp +7 +2 -6 40% 20ft 15ft 40lb
Half-plate 600 gp +7 +0 -7 40% 20ft 15ft 50lb
Daggered plate 2,800 gp +7 +2 -5 45% 20ft 15ft 50lb
Gnarled mail 800 gp +7 +0 -7 40% 20ft 15ft 50lb
Full plate 1,500 gp +8 +1 -6 35% 20ft 15ft 50lb
Armor of the beetle 2,000 gp +9 +0 -8 45% 20ft 15ft 60lb
Dwarven plate 2,500 gp +10 +2 -6 35% 20ft 15ft 55lb
Double plate 3,500 gp +12 +0 -8 50% 15ft 10ft 100lb
Thaalud Stone Armor 3,000gp +12 +0 -8 40% 20ft 15ft 180lb

Shields & Extras

Armour Type Cost Armor Bonus Max Dex Armour Check Spell Failure 30 ft. 20 ft. Weight
Dastana 25 gp +1 - -1 %5 - - 5lb.
Coward’s Shield 25 gp +1 +5 20% 5 lb.
Shield, mountain kite 700 gp +3 -3 25% 20 lb.
Thistledown Suit 900gp -1 -5%
Tonlet 500 gp +2 -2 -4 20% 8 lb.

Special Materials

No additional special materials have been added at this point.

New Armour Descriptions

If you find an armour in this list isn't described here, it is probably because it is listed in the SRD / Players Handbook

Aketon, Quilled: Sometimes called an arming doublet, ths is a heavy, quilted garment is usually worn as protective cushioning beneath a full suit of plate armor. A standard aketon is really nothing more than unembellished padded armor, often with hooks and eyelets embedded in it for securing pieces of plate. Occasionally, one has strips of chain mail attached to the parts that typically remain exposed
by overlaying armor and equipment.

Armor of the Beetle: This armor is similar to full plate, except that it is even heavier and special care has been taken to reinforcing the weak points in armor such as joints and midpoints. The downside is that this limits the range of movement of the wearer slightly. Many adventurers who brave the underground prefer this armor due to the fact that it increases the chances of surviving any sort of cave-in. While wearing this armor, a character caught in the bury zone of a structural collapse sustains only 1d6 points of damage rather than the standard 3d6, and takes only 1d4 points of damage per round if pinned.

Armored Robe: This nonmagical robe is designed to provide arcane spellcasters slight protection against harm without interfering too much in their spellcasting. It is essentially an ordinary wizard’s robe with leather strips sewn within the lining of the fabric. The arms of the robe are unarmored, leaving the arms of the wearer free for somatic gestures.

Bardic Armor: Bards everywhere prize this finely crafted suit of armor and is typically seen during high profile events. The composition is primarily hardened leather, outfitted with fine, tooled etchings and adorned with several gems.

Barkskin Armor: This strangely thin, yet durable armor is typically made from the bark of an oak or yew tree, though armor made
from other trees is not uncommon.

Beaded: This armor made from beads and woven leather cord. This makes the armor highly decorative, yet still provides some degree of protection to the wearer. It is most commonly worn among nobility and the priesthood.

Bishop’s Mantle: A bishop’s mantle is a short, chain cloak that covers the wearer’s shoulders and upper back. It is so named because it resembles the velvet mantle worn by the clergy of many religions.

Bone Exoskeleton: Thin strips of bone line the outside of a hide shirt, making this armor both light and durable. Although it
offers excellent protection compared to most light armor, it does not have the durability of comparable metal armor. This armor may be worn by druids without penalty.

Bone Mail: An unusual twist in chainmail design, the bone armor has become the pride of many barbarians. Over the course of their adventuring, many of these warriors take to collecting the bones of their hunting targets. Once they have collected enough bones, they can be crafted into an ornamental suit of bone mail.

Buckskin Armor: This armor is composed of reinforced buckskin. Barbarians often gather the skin from young bucks to outfit their villages with this type of armor for tribal wars. Armor of this ilk is often the first set a tribal elder gives to a young barbarian once he comes of age to hunt with the adults.

Chainmail Corset: Often used by bards, this armor is made of closely linked metal rings and covers the chest and abdomen.

Clay Armor: More of a breastplate than an actual suit of armor, many barbarians use dried clay and strips of weathered leather to create a unique looking armor. The clay armor is usually tooled with symbols that represent the tribes that make it.

Cleric’s Vest: Cleric’s vests are crafted from bark or leather, and are designed to fit easily under robes. While not the most effective form of protection, their light weight and flexibility provide a decent cover for clerics in the field or wandering the city streets. Many cleric’s vests have a holy symbol tooled into them, identifying the wearer’s religion.

Coward’s Shield: A coward’s shield is a piece of simple metal plate secured by straps and worn against the back over one shirt and beneath a second piece of concealing clothing. This armor is found now and then on rogues who think they may have to beat a hasty retreat from a field of combat. Some reluctant conscripts and lightly armored fighters have taken a page from this book and occasionally use this gear, but it originated with the rogue class. No one boasts of owning or using a coward’s shield, but many armorers are happy to quietly provide one with a “light backplate” even if the person owns no other armor.

A coward’s shield is usually donned and worn clandestinely. It fits under ordinary clothing, padded armor, or leather armor that is slightly oversized for the wearer. Some who wear it are simply paranoid about a backstabbing or sneak attack, and indeed, this armor is useful protection against such attacks. Others who wear it either fear their side is going to lose in combat, or already plan to make a quick exit as soon as things become confused enough. A coward’s shield boosts the wearer’s armor class by +1 for any melee, backstabbing, or sneak at-tacks made from the rear. In guarding against sneak attack, half the armor’s utility is in the fact that no one knows about it but the wearer. The trade in these backplates is very much under the table. They are called “coward’s shields” by the fighters that scorn
them rogues as a class generally refer to them very subtly as simply “extra protection”. The shield does not occupy a body slot, and you can still use a shield normally however this shield cannot be enchanted.

Crested Hide Mail: Crested hide is a unique blend of spiked armor and rawhide, ideal for both offensive and defensive use. On a successful grapple check, the horn spikes on this armor deal 1d4 points of damage to the victim.

Daggered Plate: This impressive suit of masterwork half-plate armor looks quite ornate, with exquisitely designed interlocking plates. At the shoulders, two blades are attached that, unless carefully examined, appear to be nothing more than part of the decoration. In order to discover the true nature of this type of armor, anyone examining it must succeed at a search check (DC 20). This type of armor is often used when infiltrating areas where weapons are forbidden. The main feature of the armor is that the blades on each shoulder can be unlocked from their positions and wielded as daggers. This armor is very, very uncommon, and never mass-produced. This ensures that the sequence
of twists to unlock the blades is unique, thereby fooling suspicious individuals who try to remove the blades when searching the wearer. These suits of armor have saved many adventurers’ necks, although they have brought disaster upon others who have been discovered wearing them in the wrong place.

Dastana: This pair of metal bracers can be worn in addition to some other types of armor to provide an addititinal armor bonus that stacks with both the foundation armor and any shiels worn. You can wear dastana only with padded, leather (Not Studded Leather), or chain shirt armor. You need the Armor Proficiency (Light) feat to wear dastana without penalty. Dastana are not counted are armor of shields and thus can not be enchanted as such. (Arms and equipment guide page 15)

Double Leather: This armor is made from two layers of leather. The inner side is softer, usually made from deer or moose. The outer layer is tanned and strengthened, giving it greater durability. Barbarians often decorate this armor with animal skins or furs to denote their tribe and rank.

Double Plate: Double plate is rare, although it is occasionally crafted for the truly stalwart. As the name implies, double plate is full plate armor made from extra-thick pieces of metal. A Strength of 16 is required to even be able to stand and walk in this armor. This is the best protection money can buy, however, and most professional warriors set their sights on enchanting a suit as soon as their skills and coin
purse allows. While the slower speed of this armor might seem a disadvantage, most warriors offset this with leggings of mobility or boots of striding and springing.

Dwarven Plate: The pinnacle of dwarven armorsmithing, this is the preferred armor of many dwarf paladins and knights. Without training in the use of such heavy armor, it is difficult to do anything other than walk while wearing dwarven plate.

Elven Leafweave: Made from lacquered leaves by elven crafters, this armor is light, durable, and extremely flexible. Its only disadvantage compared to other light armor is its high price, due mainly to the intricate craftsmanship and rare materials used in its creation. This armor may be worn by druids without penalty.

Fine Leather: This armor is very flexible, even compared with regular leather armor. Proficiency with fine leather doesn’t involve learning how to move in it so much as how to use such thin armor as effective protection.

Fur-lined Hide Mail: Made from hardened layers of leather, this armor is adorned with soft fur around the neck and waistline. Druids who are learned in the ways of armor craft often create this type of armor for themselves.

Glacier Beast Hide: The hide of the legendary glacier beast makes an excellent armor if properly cured and crafted. In addition to its defensive properties, this armor provides its wearer cold resistance 5 due to its excellent heat retention.

Gnarled Mail: This unusual looking suit of armor is made from the bony external plating of the ravenous gnarl. This mail is made up of various overlapping plates of bone that are fastened onto a leather backing. A more expensive version is available which is enameled and carefully shaped, giving it a more aesthetically pleasing look. This design work adds an additional 100 gp to the price.

Hauberk: A hauberk is a one-piece set of chain armor. It is similar to a chain shirt, except that it hangs lower, to just below the knee. Most hauberks have a hood attached that protects the wearer’s head. A hauberk is cheaper and easier to manufacture than regular chainmail.

Heartwood Shirt: Made of specially treated wood grown in secret groves, this is one of the finest and most expensive forms of armor available. Although made of wood, it has the hardness and hit points of normal steel. This armor may be worn by druids without penalty.

Heraldic Coin Armor: This unique set of armor is crafted from the various types of coins found in the realms. Everything from copper to the platinum has been used to create intricate patterns, including family crests in some instances. This armor is highly prized by
war captains and nobles as a symbol of their status.

Holy Vestments: Clerical holy vestments are blessed to withstand attacks, protecting their wearers from harm. Often made from silk and wool, these robes are both comfortable and easy to move in. The symbol of the patron deity is often embroidered upon the center of the chest of the robes.

Iron Mantle: Iron mantle armor is made from a number of iron plates held together with leather straps, and covers the wearer’s shoulders and chest.

Morbius Mail: Morbius armor is made of a remarkably strong gemlike stone. It is typically black in color, though other colors do exist. Though the suit looks rather large and difficult to manage, its design allows for full range of mobility. The additional fortification granted by this type of armor makes it highly prized among barbarians and fighters.

Oaken Tree Bark Armor: Made from the bark of the oak tree, this armor protects its wearer fairly well.

Plant Fiber Plate: This heavy armor is made from densely compressed plates of extremely tough and resistant plant fibers, making it suitable for Druids.

Plated Leather: This thick leather armor is reinforced with metal plates. The plates cover only large areas of the body, leaving the joints covered only by leather. Plated leather has enough metal components to be vulnerable to the rust monster’s rust ability and similar attacks.

Reinforced Clerics Robe: These clerical robes have been reinforced with several plates of hardened leather. Their lightweight and nonmetal composition makes them an ideal choice for clerics in the field.

Reversible Bardic Doublet: This doublet is a closefitting jacket, with or without sleeves, that appears to be an ordinary piece of clothing. It has several plates of hardened leather sewn between two separate layers of the fabric. These plates are sewn to the inside in such a way that the doublet still moves inconspicuously and can be worn under other layers.

Rigid Breastplate: This specially constructed breastplate offers more protection than a normal breastplate, however the armor is slightly more restrictive than a normal breastplate as a result.

Ringmail: Large metal rings cover a thick suit of leather armor, providing good flexibility and protection.

Robe of Yew Leaves: Druids have long fashioned their own armor from the bounties of nature, and this unique set of armor is no exception. Fashioned from the leaves of the yew tree and reinforced with thin strips of tanned leather, this armor is both functional and often quite beautiful.

Sap Hide: Sap hide is a lightweight, yet durable armor made from the boiled and processed sap of the bowery tree. Sap hide must be carefully custom fitted to the body, which makes it not only fairly expensive, but difficult to transfer from one person to another. Sap hide is slightly thicker than leather, but much more flexible and more resistant to cuts. Sap hide has a firm but spongy feel to it and a smooth
matte appearance. Sap hide is highly prized as it is comfortable enough to sleep in. Typically a suit of sap hide is made to cover the entire body, but it is not uncommon to see partial versions of the armor. Any creature that wears a suit of sap hide that was not specifically tailored for him incurs an Armor Check penalty increase to -4.

Scaled Brigandine: This intricate set of brigandine armor is made from the scales of the various powerful creatures. Some of the more obscure types of this armor are patterned in mysterious and often eye-catching designs.

Sculpted Scale Mail: This carefully smoothed scale mail is painstakingly crafted so that its scales flex without noticeably separating, and the joints are protected by larger pieces of smooth metal. This makes it very hard for other creatures to hold the
wearer. While wearing sculpted scale mail you gain a +4 circumstance bonus on all checks made to resist being grappled, including rolls to avoid taking damage or being pinned.

Shadow Doublet: This type of armor is referred to as a “shadow doublet” due to its construction of black or dark blue velvet. A thin lining of hardened leather has is sewn to the inner lining of the jacket, offering some protection against blows. The wearer’s hide checks receive a circumstance bonus of +2 in dark or shadowy areas.

Shalik Plate: Shalik plate is extremely rare, as it must be created in its entirety by someone with skill as an articer. Shalik plate is essentially a duplicate of metallic plate armor made out of the articial material shalik. Shalik plate is nonmetallic, light, and durable. It never rusts, decays or tarnishes, and wipes clean easily with a damp cloth. Its only drawback is that it can only be repaired magically (usually a mending spell is sufcient).

Shamans Robe: This armor is made up of a web of tiny pouches for holding spell components inside a normal earthy looking cloak, most often used by shamans and witch doctors to hold all their various ingredients.

Shock Shell: This slightly grotesque approximation of plate mail is made from the carapace and exoskeleton of dead creatures. Although not as sturdy as metal, shock shell is fairly light, and proves to be quite effective in a fight. Most people would find the designs rather unsightly.

Silken Web: This very light and flexible cloth is woven from the silk of the fearsome ebon spider. It offers no special protection on its own, although the material is strong enough to hold enchantments.

Silver Spiderweave: Despite its appearance, spiderweave is a very light and effective armor style created by elven artisans. Intricate patterns of silver and leather are joined in a spider web pattern. The combination of metal and leather makes this style of spiderweave unsuitable for magic using adventurers.

Slat Armor: Slat armor is very bulky, and not very maneuverable armor made from rods and slats of wood, braided with sinew and covered by thick hide. It is most useful against slashing and bludgeoning weapons, although piercing weapons may be completely blocked if they happen to strike a slat directly.

Soft Leather Half Armor: The armor is made from soft leather and crafted to cover the upper torso. It is small enough to be concealed under cleric’s robes, or worn over the top of them as desired.

Steelwood Splint: As its name implies, this sturdy looking suit of splint armor is crafted from the rare and valuable steelwood tree. It is just as strong and slightly lighter than its more common cousin. No metal pieces are used to make the armor, making it appropriate for characters whose spiritual vows prohibit such things.

Studded Web: Studded web armor is simply web armor that has been reinforced with studs, chitin or bone. Somewhat more restrictive than web armor, it offers superior protection.

Taskmaster Armor: Taskmaster armor is constructed of light copper and etched with silver streaks. The suit is often custom fitted to the wearer.

Thaalud Stone Armor: Thaalud stone armor is a mighty suit of plate armor composed of heavy stone plates held together by metal rivets and hinged joints. The stone used is a rare variety that is very dense and resistant to chips and fractures.

Thistledown Padded: Padded leather armour with a thistledown suit incorporated into the design, made with rare materials and time consuming methods it is highly prized by spellcasters for its ease of use.

Thistledown Suit: Long used in the creation of lightweight padded armor by elven crafters, the silken fabric known as thistledown has recently been used in other armors as well by inventive halfing armorsmiths. Any armor that normally incorporates an underlying layer of quilted fabric (including chain shirts, as well as any medium or heavy armor normally made of metal) can substitute a thistledown suit for the normal layer of fabric. This alteration increases the armor’s armor check penalty by 1 (because of the added bulk) but reduces its arcane spell failure chance by 5% (because the quilted thistledown makes the armor less restrictive for somatic gestures). A thistledown suit requires a DC 15 Craft (tailoring) check to create and costs 900 gp. It adds no weight to a suit of armor.

Tonlet: A tonlet is a skirt of sorts made from chain links. It is often used by foot soldiers for additional protection, and is typically hung over their legs and any other armor they might be wearing, reaching almost to their feet. The primary drawback to wearing the tonlet is that it significantly reduces mobility by adding extra weight as well as by limiting movement.

If draped over another suit of armor, a tonlet’s armor bonus stacks with that of the original piece. A tonlet can be made out of special materials but cannot be enchanted magically and does not take up a body slot to wear with your armor.

When stacked with other armor:

  • +2 to total armor bonus
  • -2 to max Dex bonus of original armor; can’t go below 0
  • -4 to armor check penalty of original armor
  • +20% to arcane spell failure chance of original armor

Traveler’s Plate: This light plate armor restricts movement over short distances as normal for medium armor. However, it’s relatively light weight mitigates the slowing effects for pro?cient wearers when traveling long distances. Your combat movement rate and run speed are reduced as shown on the armor table, but for overland movement of one hour or more, your speed is not reduced by the armor.

Web: Web armor is made from light but resilient silk harvested from domesticated monstrous spider. The armor provides as much protection as leather, but its lighter weight is less inhibiting. Even some arcane spellcasters are willing to wear web armor because of its low chance to inhibit spellcasting.

Wooden Plate: Carved from thick wooden plates, this armor hinders movement and is typically limited only to in?exible areas of the body, such as the forearms, shins and chest.In warm or humid weather, the armor is more comfortable than studded leather.

Woodweave Coat: Made from woven strips of specially treated wood, this armor is favored by many elven rangers and scouts. Although made of wood, it has the hardness and hit points of normal steel. This armor may be worn by druids without penalty.

Woven Cord: This armor is made from woven raffia fibers. Though not as flexible as leather armor, woven cord armor offers superior ventilation.