Masterwork name Feyweave Starweave +2 +8

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1 Masterwork Any magical armour with an enhancement bonus of or higher is considered "Masterwork". The process of creating such armour binds extra enhancements into it. Masterwork versions of armour are available for all types, whether they are cloth, leather, hide, chain, scale, or plate. Once the enhancement bonus of armour hits +6, the benefit of masterwork armour is further enhanced. Cloth Jackets, mantles, woven robes, and padded vests don t, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth doesn t slow you down or hinder your movement at all. All characters are proficient with cloth. Masterwork Cloth Feyweave is woven with techniques perfected by the Eladrin. Starweave is fashioned after patterns created in the divine dominions of the Astral Sea. Type Cloth +2 - None Feyweave Starweave +2 Leather Leather is sturdier than cloth. It protects vital areas with multiple layers of boiledleather plates, while covering the limbs with supple leather that provides a small amount of protection. Masterwork Leather Feyleather is cured by an elven method that leaves the supple but tougher than normal leather. Starleather is infused with the raw spiritual matter of the Astral Sea, making it light and strong. Type Leather Feyleather Starleather 0

2 Hide Thicker and heavier than leather, hide is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide can bind and slightly hinder your precision, but it s light enough that it doesn t affect your speed. Masterwork Hide Darkhide is a superior Tiefling cured in fire and infused with shadow. Elderhide involves scouring with elemental forces. Type Hide +2 N/A Darkhide Elderhide +5 1 Chainmail Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it s cumbersome, so it reduces your mobility and agility. Masterwork Chainmail armour Forg is made with superior metallurgy and a chainmaking technique mastered by dwarves. Spiritmail is made with techniques from the divine dominions of the Astral Sea. Type Chainmail Forg Spiritmail 2 8

3 Scale Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing flexibility and agility. Mundane scale uses metal plates. Masterwork Scale Wyrmscale is made using ancient techniques the dragon born invented to mimic the strength of overlapping dragon scales, and elderscale is similar scoured with elemental forces. Type Scale mail Wyrmscale Elderscale 3 9 Plate The heaviest type of, made up of shaped plates of metal or similarly resilient material, plate provides the most protection. The cost for its superior fortification is mobility and agility. Masterwork Plate Legend holds that Moradin made the first Godplate, and ancient dwarf smiths copied his patterns imperfectly to make Warplate. Type Plate Warplate Godplate 4 +20

4 Masterwork Rules The first thing to know is that you can wear and use any armour, irrespective of its level or your level. The level of magic items does not affect whether you can use them or not. Normal magical armour Any magical armour with an enhancement bonus between and +3 is not masterwork armour. These lower level magical armours have an item level of between Level 1 and Level 15, and range in price from 360 gold pieces up to 25,000 gold pieces. The total AC bonus provided from these armours is the same as their enhancement bonus; ergo, Bloodcut Hide provides a magic enhancement to AC on top of the normal Hide AC bonus. Masterwork magical armour When the enhancement bonus of magical armour exceeds, it is considered masterwork armour. Masterwork armour always provides an additional enhancement bonus on top of magic enhancement. Justification for Masterwork armour In essence, the existence of Masterwork armour provides a tiered armour system. Rather than the armour bonus always going up by one, masterwork armours create a larger jump in the total enhancement bonus. and +5 armours make up the second tier of armour, and +6 armours are the third tier, with even bigger jumps in the enhancement bonus. Example Leather armour provides a +2 bonus. al leather armour ( to +3 enhancement) provides a total armour bonus between +3 and +5. However, there is no such thing as leather armour +6, because once the enhancement bonus reaches, the armour becomes Feyweave leather armour, and the total armour bonus is then +7. Note the jump from +5 to +7 and nothing in between. Third tier armour The ultimate example of the jumps in enhancement between /+5 masterwork armour and +6 armour is provided when considering Godplate. Regular plate armour provides a armour bonus to AC, Warplate armour () provides a total armour bonus to AC of 5, and Godplate armour (+6) provides a total armour bonus to AC of +20.

5 How do I get masterwork armour? Masterwork armour is acquired the same way any other magical armour is. You either find it, buy it (45,000gp is the cheapest price for armour), or enchant magic into normal (non-magical) armour. Finding masterwork armour The rules of D&D traditionally give out only magical items up to Levels above the players. As such, barring exceptional circumstances the party will find masterwork armour only once they reach level 12. Buying Masterwork Since magic armour comes in so many flavours (with each flavour having its own special powers), the price varies dramatically. Normal magical armour (any type) is 45,000gp, and the price only goes up from there. Enchanting armour The ritual to bind magic into an item is easy to acquire and simple to perform. The ritual costs 175gp, but requires components of a value matching the value of the item being created. Also, the ritual caster can only create magic items of their level and below. Example To take a set of standard plate armour and create Warplate (with no additional special powers), will require a Level 16 character with the Ritual casting feat, 175 gold pieces for the ritual, and 45,000gp worth of Alchemical Reagents or Residuum. Example #2 To take a set of standard leather armour and create Sunleaf Feyleather armour (with some nifty radiant damage powers), will require a Level 17 character with the Ritual casting feat, 175 gold pieces for the ritual, and 65,000gp worth of Alchemical Reagents or Residuum. Example #3 To take a set of standard plate armour and create Battleforged Godplate armour +6 (with some very tidy healing powers), will require a Level 30 character with the Ritual casting feat, 175 gold pieces for the ritual, and three million, one hundred and twenty-five thousand gold pieces worth of Alchemical Reagents or Residuum.

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