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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