Spider Plate  
 
Plate Mail Armor
Lich Nexus
lichnexus@hotmail.com
Spider plate is the favored armor of the Spider Knights of Lloth. The armor comes in different styles but they all share a familiar look spiked black adamantite plates depicting horrific visions intertwined with spider web designs. The individual sets of armor are ornate in the extreme and each is tailored to the individual spider knights tastes. Most sport sacred runes of High Drowic, spelling out the deeds the knight performed in Lloth’s service. In the terms of armor class, spider plate is exactly like any other plate mail armor: AC 3. But in the case of encumbrance, it is just like Drowish chain mail both in weight and flexibility. This fact is what allows the spider knights to don the armor.
 
This weapon is used by any Spider Knight of 
10th level or higher
 
When a Spider Knight attains the title of Arach-Knight at 10th level, they are granted a set of the armor. Due to the level of  Underdark radiation of the adamantium, the armor has a base +2 magical bonus. As noted before, the armor is decorated with symbols of the owners deeds. If one knight slays another, then they take the dead knights armor, and from then on they get the credit of the dead knights deeds. Each set of armor increase with powers as the knight increases their number of glories in the service of Lloth.
 
Offensive Abilities
The majority of offensive powers comes from personal accessories designed by the individual spider knight. Some are magical, but most are mechanical alterations in the design. The base armor has spikes. If the knight is in a grappling battle it can do 1d4+2 points of damage to the opponent each round. The knight still has to roll to hit, but it is considered a free melee attack. 
Other common alterations are as followed:
· Thrasher Combo: For the knights who fight in this form, this armor has the following additions. The off-arm has a forearm plate with a spiked buckler bolted to it and a slash gauntlet for the hand. While this gives the benefit of having a shield, they don’t get an additional +2 for AC, just the plate as a whole gets the +2 bonus. Fortunately, the attack capabilities of the buckler and the slash gauntlet get a +2 bonus to hit, damage and speed just like any other magical weapon.
· Spiked Gauntlets: Some knights have spiked gauntlets made for their set. Speed: 2  Damage: 1d4+2/1d4+2  Type: P. A  proficiency slot must be allocated for these.
· Sword Gauntlet: Some Drow use sword guantlets, and the knights are no exception. They use the normal statistics of the weapon in question, but with a +2 bonus.
Others include arm-mounted hand crossbows, elbow and knee spikes, and spring loaded adamantite tubes which launch mithril spikes  use spear statistics. The possible alterations are limited only by the players imagination and the tyranny of the DM.
Defensive Abilities
The spider plate armor gives an AC rating of 3  +2 for magic for a grand total of AC: 1. Most defensive abilities come with deeds. As the knight increases their favor with Lloth, they receive more runes of valor on their armor. What this translates to game turns is this  with each rune, they get a new power as if their armor was gaining the abilities of a House Insignia. For each new power, roll on the table for House Insignia’s in The Drow of the Underdark book. People lacking that resource should make their own. Make a 1-100 table with different defensive spell like powers. 
 
Some rich and influential spider knights have certain things made for their use with the armor. This is an example of some of those things.
· Spider Helm: This is a helm that resembles a spider head. It has eight enchanted crystal lenses around the helm. This gives it the same abilities as a "Robe of Eyes" in the DM’s guide. It also has spider mandibles at the mouth area that can make an additional melee attack. It does 1d4/1d4 points of damage.
· Dark Wings: Once per day the spider knight can invoke a power that resembles the spell "Dark Wings" For 1 round per level they sprout 15’ bat wings from the back of their armor. They can fly at 17 with a maneuverability rating of D. They can also make buffeting attacks at 2d4 points of damage.
· Arachnid: With some stolen magic from a priest of Gaunaduar one Spider Knight devised a powerful enchantment on her armor. Once a day she can cause 4 appendages to sprout from her sides. She can control them as if they were her own. They look like metallic spider legs. They can make attacks for 1d6 type B damage. The allow the ability to climb walls at 95% and a movement rate over webs of 9
These serve as an example of what can be done. Again the possible types are limited only by the players imagination and the tyranny of the DM. But it is suggested that they can’t just simply pay a mage to make them something, but make it the center of a major adventure. Only Spider Knights can use the armor or any other item that comes with it.
 
 
 
 
 
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