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Protective Armor Engineering Design 1st Edition Magdi


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Advances in ceramic armor X a collection of papers


presented at the 38th International Conference on
Advanced Ceramics and Composites January 27 31 2014
Daytona Beach Florida 1st Edition Jerry C. Lasalvia
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Armor redesigneD

This revised armor system is designed to update the core rules of 5E,
while also preserving game balance and ease of gameplay.
Credits Table of Contents
Lead Designer & Writer:
Fermin Caballero
Credits.................................................-
https://www.youtube.com/mrrhexx Table of Contents.................................-
Editor: The Rules of Armor ............................. 3
Gavin Wadsworth
Traditional Armor Class .................. 3
Art Director & Title Design:
Dave H. Newkirk II A Tragedy in Three Parts ................... 3
https://www.instagram.com/dnew2photo New Armor Rules .............................. 4
Layout Editor: Armor Class ..................................... 4
J. D. Mills
https://www.thearcanistsrefuge.com Armor Class Improvements ................ 5
Cover Art: Damage Reduction ............................ 6
T Studio
shutterstock.com
Damage Reduction Improvements.........7
Interior Art: Monsters and Damage Reduction ........7
Dominika Denes Running the Game............................. 8
https://www.instagram.com/fankiiiart
Elena Nozdrina
CR Damage Reduction Table............... 8
https://www.artstation.com/elenanozdrina Damage Reduction............................. 8
Michael Malkin Expectations. What’s Different? ........ 9
https://www.ronamis.artstation.com
Utilizing Magic Items ...................... 10
Breakermaximus
shutterstock.com Magic Progression Bonus Table......... 10
Magic Item Value Table..................... 10
First Printing: August 2022 Expected Gold at Each Level/Table....11
©2022 MrRhexx Gaming. All Rights Reserved. MrRhexx Gaming Armor Redesigned .............................. 12
and Armor Redesigned are trademarks of Fermin Caballero.
Armor Redesigned table.................... 12
Advanced Materials ........................ 13
Adamantine Armor........................... 14
Carapace Armor .............................. 15
Exotic Leather/Hide Armor .............. 16
Legendary Leather Armor ................ 17
Mithral Armor ................................ 18
Orichalcum Armor .......................... 19
Silver Armor ...................................20
Telstang Armor ............................... 21
Notice of Open Game Content: This product under the terms of the Open Game License, and
contains Open Game Content, as defined in the public domain material anywhere in the text.
Open Game License Version 1.0a, end of document. Product Identity Designation: This Product Identity
Open Game Content may only be Used under Designation includes, but is not limited to, the following
and in terms of the Open Game License version items that are hereby identified as Product Identity,
1.0a. No portion of this work other than previously as defined in the Open Game License version 1.0a,
designated Open Game Content may be reproduced Section 1(e): All trademarks, registered trademarks,
in any form without written permission. proper names (characters, artifacts, place names,
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Product Identity Designation in this document, the dialogue, plots, story elements, locations, characters,
following material is designated as Open Game artwork, sidebars, logos, and trade dress. These
Content. (1) All material and writing previously items are not Open Game Content. Elements that
released as Open Game Content, (2) all descriptions have previously been designated as Open Game
of game-rule effects specifying mechanical features Content are not included in this declaration.
of the game, (3) all previously released Open Game
Content, material required to be Open Game Content
The Rules of Armor Traditional Armor Class
5th edition’s armor system relies on a single stat called
The beauty of 5th edition lies in its simplicity, in the
Armor Class (AC), which is simple and straightforward
quickness of its combat turns, in its ability to draw
but also comes with its own set of issues. Every set of
in players who would otherwise be overwhelmed by
armor has its own dedicated AC total, which you take
other systems. There is much to love about it, and
on when you wear it. An incoming attack roll total is
far be it from me to criticize it when it has been so
lower than your AC? It misses. If the attack total equals
incredibly successful. However, as players and GMs
or exceeds your AC? It hits. Very easy to understand.
become more accustomed to the game and start feeling
comfortable, many start seeking ways to improve When you find yourself looting the treasure at the
their experiences and add depth wherever they can. end of the dungeon and you find a set of armor, all
you have to worry about is one thing. Is the AC on this
Just like in any RPG, your character’s progression
new armor higher or lower than what you’re already
from a farmer and a nobody to a dragon slayer
wearing? If it’s higher, then it’s a no-brainer and you
and a hero is part of the fun, and a big part of
should 100% equip the armor. If it is lower, then it is
that progression lies in both your skills and
not worth your time and you should discard it or sell it.
equipment. 5E is fantastic on the skills part, as
the level up progress is a big focus within the
system. But the equipment part? Not so much. A Tragedy in Three Parts
The range of equipment options for players of
5th edition’s Armor Class is functional. It
5E is severely malnourished, with players barely
provides every attack roll with a target number
having any options to choose from to spend their
that determines whether it hits or misses, and
hard-earned gold. This, coupled with the fact
its simplicity is in line with the game’s overall
that players often find themselves confused and
design. But there are some major issues that arise
uncertain as to how to approach magic items,
when you examine the mechanics too closely.
makes this massive pillar of the RPG genre null
and void in 5E. We are here to change that. Lack of Interesting Decisions. When you only
use one stat for your gear, there’s never any real
In order to tackle this boss, let’s first talk
decision-making that happens in regards to that
about how the old system works.
gear. Big stat good, small stat bad. This is the
reason why so many armor types in 5E are virtually
never used, because there’s frankly no reason to.

CHAPTER 1 | Rules of Armor


3
You know what’s sadder than a rogue who resistance to the wearer. Smuggle adamantine out
maxes out his gear selection with studded leather of a dwarven city to have it forged into massive plate
for 45 gp? A rogue who finds a set of magical armor. Purchase a shirt of mithral links from an
padded armor +1 that is literally worse than his elven smith. All these and more are now possible.
simple studded leather. Talk about tragedy.
Maximization and Game Imbalance. The problems Armor Class
do not end there, however. When there is only one stat
related to defense, and all in-game defensive benefits Armor Class functions the exact same way it
can only really improve that stat, the result is the normally does, with the exception that the armor you
potential for game imbalance as that defensive stat wear does not have a base Armor Class. Instead of
reaches insanely high levels. We have all experienced setting your base AC, your armor now determines
the eldritch knight or the artificer or the forge cleric your Damage Reduction (DR). In this system, AC
who somehow attains 26 AC without a single magic represents your ability to dodge and evade attacks,
item. At higher levels, a 25 base AC is not uncommon whereas DR signifies your ability to mitigate
for a paladin with a couple of magic items. damage from the attacks that do strike you.
For comparison, an AC value of 25 is the highest As normal, your Armor Class is calculated as follows:
among all monster stat blocks in 5th edition, Armor Class (AC) = 10 + your Dexterity modifier
only given to entities of vast, incomprehensible
power. In fact, the only two monsters to have this Some sets of armor limit how much of your
Armor Class value are the world-ending tarrasque Dexterity modifier can be used to increase your AC.
and the five-headed dragon avatar Tiamat. For example, you can typically only increase your
AC by 1 using your Dexterity modifier while wearing
Irrelevancy of Wealth. The most tragic issue
heavy armor. Note that this does not decrease your
however, is the irrelevance of gold within the game.
Dexterity modifier itself, only as it applies to your AC.
Low levels in 5E are great in this regard because
heavily armored characters have half plate and plate
armor to look forward to. But once you purchase Terminology Note. It might seem a little strange that
“Armor Class” has almost nothing to do with the actual
the best armor in its category, you will find that armor that a character wears. However, this is the
there’s nothing else to buy. You are done. You have arrangement of terms that makes the most sense given the
maximized your character. All you have left is to hope game’s existing nomenclature. If it helps, you can simply
that your GM drops some magic items for you. think of AC as “Agility Class” instead of “Armor Class.”
Of course, this issue is alleviated if your GM goes
against the explicit design principles of 5E and
includes magic item shops. In this case, great! You
have a use for your accumulated wealth. But if your
GM doesn’t do this, then you might as well donate your
treasure, since there are very few actual uses for it.

New Armor Rules


This revised armor system is designed to repair
these issues from the core rules of 5E, while also
preserving game balance and ease of gameplay. The
primary change is the introduction of a new stat
called Damage Reduction (DR). Armor Class (AC)
remains as the way in which characters avoid being
hit by attacks, but it isn’t as easy to maximize.
With the simple introduction of a new stat, decisions
surrounding armor suddenly become much more
interesting. Do you want to sacrifice your mobility for
greater tanking power, or do you prefer to stay light
on your feet and avoid being hit in the first place?
Finally, there are additional material options for
the base armor sets. Skin the hide of a behir and
have it converted into leather that confers lightning

CHAPTER 1 | Rules of Armord


4
Armor Class Improvements
Since your AC cannot be improved by donning
a regular set of armor, it becomes more difficult
to increase. However, there are various effects
and features that can improve your AC.
Dexterity Modifier. As is already evident in the
base AC calculation, a higher Dexterity modifier
means a higher AC. However, if you also want to wear
bulky armor, the amount your AC can increase via
your Dexterity modifier might be limited somewhat.
Refer to the revised armor table for more details.
Magic Armor. When a set of armor has a magic
bonus, that bonus is applied to both DR and AC.
For example, a suit of splint mail +2 will grant
you a total of 9 DR and a +2 bonus to your AC.
Bonus Modifiers. Any class feature, magical effect,
or special item that increases your AC such as a shield,
a ring of protection, or the haste spell, still does so as
normal. This represents their usefulness in deflecting
and evading incoming attacks. However, most effects
that alter your base AC, such as armor, certain
spells, and racial abilities, instead affect your DR.
Unarmored Defense. Any Unarmored Defense
feature that provides a new AC calculation based
on Dexterity, Intelligence, Wisdom, or Charisma
(such as with the Monk), improves your AC as
normal. This represents the uncanny reflexes and
evasion granted to these characters. You must
still adhere to the restrictions of your Unarmored
Defense feature in order to benefit from it.
For example, the monk’s Unarmored Defense in
this revised system functions just the same as it
does in the base game, because the ability modifier
used in the feature is Wisdom. The monk’s base
Armor Class is equal to 10 + their Dexterity modifier
+ their Wisdom modifier. The monk’s Unarmored
Defense provides no benefit to their DR.
Cover. As normal, half cover and three-quarters
cover grant you a bonus to your AC and your
Dexterity saving throws (+2 and +5, respectively).

CHAPTER 1 | Rules of Armor


5
To see these rules in practice, let’s look at an example.
Damage Reduction A spear-wielding bugbear lunges out to stab at a
barbarian named Brunhilde, who is wearing scale
Damage Reduction (DR) takes effect whenever a
mail armor (DR 4). Since Brunhilde used her Reckless
creature takes damage as the result of an attack
Attack barbarian feature last turn, the bugbear’s attack
roll of any kind (melee, ranged, magical, etc). It is
is made with advantage. The attack hits and would
not applied when a creature would take damage as
deal 13 piercing damage. Ordinarily, Brunhilde’s scale
a result of a saving throw, environmental effect, or
mail would decrease this damage by 4. But since the
automatic damage such as by the spell magic missile.
attack was made with advantage, it ignores half of
Whenever a creature takes damage as the result of an Brunhilde’s DR, for a total of 11 piercing damage.
attack roll, the amount of damage taken is reduced by
But suppose Brunhilde is currently raging,
the creature’s DR value, to a minimum of 1 damage. A
granting her resistance to bludgeoning, piercing,
creature can’t ever have negative Damage Reduction,
and slashing damage. Since damage resistance
and different instances of DR do not stack with each
is calculated after DR, that 11 piercing damage
other; simply use the highest DR value that is active.
is reduced by half, for a final total of 5.
Resistance and Vulnerability. Damage
resistances and vulnerabilities are calculated Game Balance Note: It is highly recommended that
after Damage Reduction is applied. the feats Great Weapon Master and Sharpshooter be
Minimum 1 Damage. Damage Reduction can removed as player options while using this system. The
overall decrease in monster AC is an intended feature
never reduce a damage total to less than 1. If a which could be easily exploited with these optional feats.
creature takes damage that is reduced to 1 in Additionally, the Heavy Armor Master feat should similarly
this way, they do not have to make a Constitution be disallowed, since its benefit isn’t meant to be combined
saving throw to maintain concentration. with that of Damage Reduction. The Medium Armor Master
feat still functions as normal, except that the second effect
Advantage and Critical Hits. Attackers that of the feat should read “When you wear medium armor,
gain the upper hand in their assault are able to that armor’s maximum Dexterity modifier is increased by 1
place their strikes more carefully. If an attack for you.”
roll is 10 points higher than the target’s AC or
if it is made with advantage, then the target’s
reduced by Damage Reduction whatsoever.
Multiple Damage Types. If an attack deals multiple
types of damage (for instance, when a paladin deals
both slashing and radiant damage with a longsword
and Divine Smite), physical damage (bludgeoning,
piercing, and slashing) is always reduced by DR before
other damage types. Any other combination of damage
types is reduced in an order decided by the defender.
Destroying Armor. Creatures with special
abilities that allow them to corrode or partially
destroy armor such as black puddings or rust
monsters lower the armor’s Damage Reduction
instead of Armor Class. In these cases, the armor
is destroyed if the DR of the armor reaches 0.
Incorporeal Damage. When a creature with the
Incorporeal Movement feature makes an attack
and deals damage, that damage is unaffected by
Damage Reduction, bypassing it completely.
Monks and Warlocks. When a creature uses
the Flurry of Blows class feature or the Eldritch
Blast cantrip; and makes each attack against a
single target, the damage from all the hits is totaled
together before applying the target’s DR, as if it were
all one singular attack. If even one of the attacks
is a critical hit, then all of the attacks that hit the
target ignore its Damage Reduction entirely.

CHAPTER 1 | Rules of Armor


6
Unarmored Defense. Instead, they gain DR equal
Damage Reduction to their Constitution modifier while unarmored.
Improvements Strength and Constitution. If an effect would
give you an increase to your AC equal to your
Damage Reduction can come from a variety of items,
Strength or Constitution modifier, then that is
spells, and effects. Remember that multiple sources of
applied to your DR rather than your AC.
DR don’t stack with each other unless explicitly stated
otherwise. Simply use the highest DR value available.
Armor. Each armor set has its own Damage Monsters and Damage
Reduction value, as shown in the armor table at the Reduction
next chapter. While that armor is worn, the wearer’s DR
changes to reflect that of the armor, unless they already Many monsters and enemy combatants make use
have a higher DR from another source. Furthermore, of armor, whether it’s the naturally tough hide of a
the wearer’s AC might decrease if the armor limits their dragon or a literal suit of armor on a death knight.
Dexterity bonus to AC below their Dexterity modifier. The rules that govern Armor Class and Damage
As usual, when you wear armor you aren’t proficient Reduction for NPCs and monsters are the same
with, you have disadvantage on all ability checks, as for the player characters, and are fairly easy to
saving throws, and attack rolls you make that use calculate. It just takes a little reverse engineering.
Dexterity or Strength, and you cannot cast spells. Calculate AC. First, disregard the AC of the NPC
Magic Armor. When a set of armor has a creature as it appears on the stat sheet. Their
magic bonus, that bonus is applied to both DR AC, just like with player characters, is 10 + the
and AC. For example, a suit of splint mail +2 will creature’s Dexterity modifier. If the creature has
grant a total of 9 DR and a +2 bonus to AC. special features or magical equipment that would
increase their AC, then add those as appropriate.
Spells. Spells such as mage armor and barkskin Remember that if they wear any armor +1 (or higher)
that provide a new base AC instead provide you then that increase is applied to both their DR and
with DR equal to the AC total minus 10 and their AC. You need not worry about any Dexterity
disregard the Dexterity modifier (if applicable). limitations based on the armor the creature is
For example, the spell mage armor normally sets wearing when making enemy AC calculations.
your AC to 13 + your Dexterity modifier. Instead,
your DR is set to 3. Similarly, barkskin states that Armor Class (AC) = 10 + your Dexterity modifier
the target’s AC cannot be lower than 16. In this
Calculate DR. Armored creatures use the DR
case, the target’s DR cannot be lower than 6.
value given by the armor they are wearing, as
Natural Armor. Some races, subclasses, or other indicated in the armor table at the end of this
abilities can provide a new base AC calculation. chapter. So if an owlbear is equipped with full
Examples include the tortle, the lizardfolk, and the plate (barding), then it would have a DR of 8.
draconic bloodline sorcerer. Abilities like these provide
For creatures with natural armor, you first have
DR instead of AC. Simply subtract 10 from the AC
to figure out how much of their AC comes from this
calculation, disregard any Dexterity modifier bonus (if
innate toughness, since this should affect their DR
applicable), and the result is your base DR from that
rather than their AC. Simply take the creature’s AC
ability. For example, the tortle’s natural armor grants
as it appears on the stat sheet, and subtract their
a base AC of 17. Instead, the tortle has a base DR of 7.
Dexterity modifier (if it’s positive) and then subtract
Unarmored Defense. Any Unarmored Defense 10. The number that remains becomes their DR.
feature that provides a new AC calculation based
on Strength or Constitution (such as with the NPC/Monster Damage Reduction (DR) = Original AC -
Barbarian), improves your DR by the relevant Dexterity modifier (if positive) - 10
modifier, instead of your AC. This represents the Scaling AC Bonus. Finally, it is important to
stalwart toughness that this kind of Unarmored increase the AC of the monsters and NPCs that
Defense instills in the character. You must still the player characters face as they grow in power.
adhere to the restrictions of your Unarmored Because a PC’s attack bonus increases along with
Defense feature in order to benefit from it. their proficiency bonus at levels 5, 9, 13, and 17,
For example, the barbarian’s Unarmored monsters need a bit of a boost to keep up. Simply
Defense is based on their Constitution modifier. add a bonus to the AC of all monsters by an amount
The barbarian’s Armor Class is equal to 10 + equal to the average proficiency bonus of the party
their Dexterity modifier, and is unaffected by their (rounded up), minus 2. This will help compensate for

CHAPTER 1 | Rules of Armor


7
the increasing hit chances of the players and maintain
a decent level of challenge across every tier of play. Damage Reduction by CR Table. When creating monsters
using this table, you can choose to reduce a creature’s DR
Let’s use the adult red dragon as an example. by up to 5, and increase their AC by the same amount. This
According to the stat sheet, the dragon has an AC is useful for modifying creatures that you feel ought to
of 19 (natural armor) and has a dexterity modifier sacrifice durability for avoidance.
of +0. To convert this into revised AC and DR,
first take its original AC of 19 and reduce it by
its dexterity modifier and by 10 for a DR of 9. Its Damage Armor Hit Damage/
CR
actual AC will be 10 + its Dexterity modifier. That Reduction Class Points Round
leaves the red dragon at AC of 10 and a DR of 9. Defensive Offensive
But unless you’re an awfully sadistic GM, you’re 0 0 10 1-6 0-1
probably not throwing an adult red dragon at your
1/8 1 10 7-34 2-3
party until they’re a high enough level to stand a
chance. A party of 15th-level PCs has an average ¼ 1 10 35-50 4-5
proficiency bonus of +5. Subtract 2 from that, and ½ 1 10 51-68 6-8
that gives the adult red dragon a final AC of 13 1 2 11 69-85 8-14
and a DR of 9. It will be easy to strike, but hard to
damage. Arrows will certainly hit its scaly hide, but 2 2 11 86-98 15-21
seldom penetrate to inflict any significant harm. 3 3 11 99-116 21-27
4 3 12 117-131 27-33
Running the Game 5 4 12 132-140 33-37

As is traditional for playing 5E, there are no concrete 6 4 12 141-163 37-44


rules that will apply for every scenario. As a GM, you 7 5 13 164-179 45-51
will have to adjudicate whether you feel a monster 8 5 13 179-186 51-58
will be too strong for your party, or whether your
players are more than up to the task. Fortunately, 9 6 13 187-210 58-63
you now have another dial to adjust in the form of 10 6 14 211-222 63-70
Damage Reduction. Now you can calibrate a monster’s 11 7 14 222-236 70-75
defensive capabilities in two different ways: their AC
12 7 14 237-250 75-80
to avoid being hit and their DR to absorb damage.
13 8 15 251-265 80-85
Unlike AC, which is extremely swingy and can
produce overwhelming victories and sudden crushing 14 8 15 266-285 85-92
defeats, Damage Reduction produces more stable 15 9 15 286-300 92-98
and reliable matches. If you feel like your enemies
16 9 16 301-312 98-105
are lasting too long, you can reduce their DR. If you
feel like they could use a boost, simply crank that 17 10 16 313-330 106-111
DR a bit higher. You can reduce DR for minions 18 10 16 331-345 111-118
while increasing the DR of bosses. It is up to you
19 11 17 346-356 118-123
to mold and perfect the encounter to your tastes.
20 11 17 357-405 123-141
Don’t be afraid to experiment either, the system
itself is very versatile. You can certainly drop an 21 12 17 406-440 141-160
animated armor monster on a group of 2nd level 22 12 18 441-500 160-180
characters, and even though it has a massive 8 DR,
23 13 18 501-535 180-195
you will notice that your players will do just fine
provided that they have the resources to deal with it. 24 13 18 536-575 195-220
Damage Reduction by CR. This table shows the 25 14 19 576-620 220-230
average DR, AC, and hit points that monsters should 26 14 19 621-680 230-250
have based on their challenge rating. You will note that
27 15 19 681-720 250-270
the hit point totals are much higher than what you are
accustomed to seeing in the vast majority of monster 28 15 20 721-750 270-285
stat blocks. This is the target number of hit points 29 16 20 751-810 285-300
monsters should generally have (with or without this 30 16 20 811-850 300-320
new system). Monsters in 5E official books have much
lower hit point totals than what is recommended.

CHAPTER 1 | Rules of Armor


8
Simple Damage Reduction. If you are interested in the
Expectations. concept of Damage Reduction but do not wish to use a
completely different armor system, a nice and easy way to
What’s Different? solve many of 5E’s problems without too much complexity
is to simply cap AC at 23. Then, any AC value in excess of 23
When making significant changes to the game’s core becomes Damage Reduction, following the same rules as
design, it’s always important to understand the goals described in this PDF.
in doing so, and what will result from those changes. This prevents AC from getting out of control while still
By modifying a game in this way, it can be easy to go allowing players to benefit from AC-increasing magic
overboard and transform it into an unrecognizable items. It doesn’t solve many of the underlying issues with
or broken state. You have to consider whether the how armor works in 5E, but it alleviates the most game-
benefits are worth the effort of transitioning to an breakingly egregious exploits.
altered ruleset. In this case, I believe these rules
alterations are minor enough, and the benefits are For the first time, chain mail +1 will be a superior
great enough, that it’s worth giving them a shot. option over a basic suit of splint, since magical armor
So let’s go over the changes you can expect to benefits both DR and AC. Interestingly, that chain
see in actual gameplay by applying these rules. mail +1 could also be a worthy consideration over full
plate. Full plate provides one extra point of DR, but
Attacks will hit more frequently, but deal less the chain mail +1 would grant an extra point of AC.
damage. Both player characters and enemy creatures
will have lower AC values, which means attack rolls In fact, different sets of armor may be better
are more likely to hit on both sides. However, there’s for different situations. Is the party entering a
typically an inverse relationship between AC and cave swarming with goblins who deal very little
DR; the lower a creature’s AC, the higher their DR. damage? Might as well strap on the heavy armor
and absorb most of it. Gearing up to battle a colossal
Traditional 5E battles are very swingy, with attacks ettin? It might be smarter to wear the lighter
either hitting for their full damage or completely armor, and avoid getting hit in the first place.
missing and dealing 0 damage. It’s not uncommon
for a single attack in 5E to obliterate 70% of a Additionally, underused armor types finally have
character’s hit points in a single blow, but that attack a purpose. You can finally start providing magical
has only a 40-50% chance of hitting in the first armor that is not either studded leather, half plate,
place. With this new system, monsters will have nor full plate onto the treasure piles, and your
a much higher chance of hitting—upwards of 70- players will no longer think of it as useless trash.
80% against heavily armored characters—but their Maximizing AC is more difficult to abuse. Even
damage will be massively reduced thanks to DR. though it is still technically possible for a player to reach
This allows for smoother combats, where you can absurdly high levels of AC, they must first maximize
reliably anticipate how much you can handle. Much their Dexterity in order to do so. This helps balance
of this will also apply to players attacking monsters. out the greatest offenders of AC maximization—
Players will prioritize damage output over attack paladins, forge clerics, eldritch knights, and artificers.
roll bonuses. The focus of the players will shift from a Combat descriptions make more sense. The
heavy prioritization of increasing attack roll bonuses, introduction of generally lower AC values and DR also
to the damage that the attacks can deal. Bless will helps with the dramatic narrative of combat. With
give way to spells like divine favor, and damage- traditional AC, a “missed” attack could have meant
dealing cantrips like firebolt and ray of frost will be either the strike went wide, or it struck the target but
traded for others like poison spray or frostbite, which didn’t bypass their armor. With AC and DR, there’s
bypass DR but require a failed saving throw. Players no more ambiguity. A missed attack is exactly that; a
will seek to deal more damage with their abilities. miss. An attack that does physically strike the target
Players will have to play more tactically than might only deal 1 damage, but it’s still a definitive hit.
before. Players will have to pay greater attention to Magic item enhancements to AC aren’t as game
the types of enemies they are fighting, because there imbalancing. My favorite change is that with AC
will be a noticeable difference between the goblin being lowered across the board, the GM can more
in simple leather armor and the hobgoblin clad in confidently grant magical items—specifically magical
chain mail. Villains and boss monsters in heavy armor—to the players. Traditionally, 5E GMs are very
armor will pose a greater threat and are unlikely to reluctant to allow their players access to magical
be defeated in a single round of combat. No longer armor, because it comes with the risk that the front-
can players simply roll natural 17s on their attack liners will become virtually untouchable by their
rolls and expect that to solve all of their problems. enemies. Ironically, those who want armor the most,
The decision regarding which armor to equip is the characters who are playing the tank role, are the
more nuanced. There will be a greater emphasis ones most at risk of becoming overpowered by having
on improving one’s armor, and many of the lesser- too high AC. With this system, you should have no
used armor options will see far more applicability. fear of giving players rings or cloaks of protection,
or letting them enchant their shields with extra AC,
or dropping them the occasional breastplate +2.

CHAPTER 1 | Rules of Armor


9
Utilizing Magic Items When determining the value of magic items for
buying, selling, or trading, it’s recommended to use
5E’s game design balance rarely takes magic items the price guides provided here. Of course, various
into consideration, and when it does, it assumes factors may have an influence on the price of a specific
players have the bare minimum. It’s fair to say that item in a specific situation. For example, a decanter
the majority of groups don’t play that way. That’s why of endless water might have significantly more
this new system is designed to allow GMs to be more value in a barren desert city than in a river basin.
liberal in their usage of magic items, because that
reflects how most people actually play the game. One It’s important to note there is a significant gap
of the most important design goals for these changes in power between different “very rare” items,
is to help players and game masters feel comfortable so this table divides them further into “low very
buying and selling magic items whenever possible. rare” and “high very rare” items to account for
this wide range. The GM will have to adjudicate
For players to be able to contend with the ever- whether a very rare item falls under the low or high
increasing attack values of enemies, they will need to end, depending on the specific item’s power.
improve their armor. To be able to pierce the Damage
Reduction of their foes, they need to upgrade their
Cost
weapons with magic. Armor is straightforward, as Rarity
(halved for consumables)
players should be encouraged to work towards the more
expensive armor options on the armor table further Common 50 gp
down in the next chapter. Improving attack damage is Uncommon 500 gp
entirely dependent on the class, but it generally relies on
the usage of damage-improving spells, magic weapons Rare 5,000 gp
that deal extra damage, or clever usage of advantage Low Very Rare 20,000 gp
rolls in order to reduce enemy Damage Reduction. High Very Rare 40,000 gp
Player characters are expected to obtain a certain Legendary 80,000 gp
bonus to their attack rolls and Armor Class thanks to
magic items over the course of their adventures and
character advancement. This need not be followed
to the letter, but it is important to make sure the
players are generally upgrading both their chance
of hitting and their chance at dodging to stay on
par with the increasing danger at higher levels. The
Armor Class bonuses can come from things such
as magical armor, items such as rings or cloaks
of protection, or certain AC-enhancing spells.
This table details a typical progression of
statistical bonuses that players should generally
attain from magic items over the course of play.
You are not required to adhere to these guidelines,
but they are a useful tool to ensure the players
are remaining effective as they level up.

Player Attack Armor Class Extra Damage


Character Modifier Modifier on Hit
By level 5 +1 +1 1d4
By level 7 +1 +1 1d4
By level 9 +2 +2 2d6
By level 11 +3 +2 2d6
By level 13 +3 +2 2d6
By level 15 +3 +3 2d6
By level 17 +3 +3 3d8

CHAPTER 1 | Rules of Armor


10
Expected Gold Character Level Gold Pieces Acquired
at Each Level Level 1 100 gp
Level 2 150 gp
For the players to achieve these goals, they
will require enough gold to be able to purchase Level 3 175 gp
the magic items they need. Below is a table Level 4 300 gp
showcasing how much gold each individual player
Level 5 800 gp
character is expected to acquire at every level.
Level 6 1,600 gp
It is recommended that these values be divided
intelligently across the adventuring level, rather than Level 7 2,400 gp
simply awarded all at once in a huge pile of coins. This Level 8 3,200 gp
wealth can come in the form of quest rewards, gems, Level 9 4,000 gp
art pieces, magic items, or even as sellable furniture.
Level 10 4,800 gp
In the later character levels, when the party is
supposed to accumulate hundreds of thousands of gold Level 11 6,000 gp
pieces, you are recommended to convert some of this Level 12 9,000 gp
allotted gold reward into magic items of equal value Level 13 13,500 gp
to avoid gold bloat and complicated
bookkeeping. In other words, Level 14 18,000 gp
instead of acquiring 80,000 Level 15 22,500 gp
gold pieces throughout level Level 16 27,000 gp
17, the players might instead
find 10,000 gold (in coins, Level 17 80,000 gp
gems, and/or artwork), Level 18 110,000 gp
as well as a number of Level 19 135,000 gp
valuable magic items to
reach the 80,000 total. Level 20 220,000 gp

This table does not take into


account the existing magic
items found throughout the
adventure. You should make
sure to have a standard
magic item distribution
as normal, on top of this
gold reward structure.

CHAPTER 1 | Rules of Armor


11
Armor Redesigned mobility. Ring mail is a cheap heavy armor option and
is relatively easy to improve with advanced material
Armor helps the wearer absorb incoming damage upgrades. It’s also the only heavy armor set that
based on the materials used, their density, and overall lacks the Cumbersome property. Chainmail, splint,
body coverage. Bulkier, heavier armor is more effective and plate armor are the heaviest armor sets in the
in this regard, but can limit the mobility of the wearer. game, but provide incredible damage protection.
The armor presented in this section replaces the
standard armor equipment in the original 5E rules. Note: Shields no longer count as armor. They provide a +2
bonus to AC as normal, representing their usefulness in
The table below displays the updated stats to include deflecting attacks.
Damage Reduction and the new Armor Class rules.
Light armor provides minimal protection from
attacks but allows full mobility for the wearer. Player Damage Reduction (DR). Each armor type has
characters equipped with armor from this category will its own Damage Reduction value, representing the
tend to avoid damage rather than mitigate it. Padded equipment’s ability to mitigate damage received.
armor can now be used by characters even without This value is only increased either via the armor
the requisite proficiency, and a new armor type called receiving a magical +1 (or higher) bonus, or when
“exotic leather” has been added, which represents an ability or magical item explicitly says it does so.
lightweight yet incredibly sturdy leather materials. Maximum Dexterity. The heavier the armor,
The chain shirt has been moved to this category to the more it restricts how much of your Dexterity
provide a cheaper alternative to this new option. It is modifier you can use to increase your AC. When
also cheaper to upgrade with advanced materials, but calculating your AC (10 + your Dexterity modifier),
comes with the downside of being less maneuverable. the bonus from your Dexterity modifier cannot
The medium armor category occupies the comfortable exceed this maximum. This only affects your AC,
middle ground between the mobility of light armor not any other uses for your Dexterity modifier.
and the toughness of heavy armor, allowing one to Lightweight. You can wear this armor without
maintain a respectable AC without disregarding having the necessary armor proficiency, provided your
DR. Before, there was little reason to choose hide biology allows. Constitution checks made to maintain
armor over the metallic armors. Now both hide concentration while wearing lightweight armor you
armor and the new exotic hide armor can be effective are not proficient with are made with disadvantage.
options for dexterous characters who still want a
decent DR. Scale mail, breastplates, and half plate Cumbersome. While wearing this armor, you
remain excellent armor choices for those who want have disadvantage on Dexterity checks.
something between hide armor and heavy armor. Strength Requirement. Some heavy armor
Heavy armor is the pinnacle of defense, granting requires a minimum Strength score to be used
extreme Damage Reduction values at the cost of properly. If your Strength score is less than this
heavy Strength requirements and painful limits to total, your movement speed is reduced by 10 feet.

Armor Type Cost Damage Reduction Max Dexterity Special Weight


Light Armor
Padded 5 gp 1 DR Max 4 Lightweight 8 lb.
Leather 10 gp 1 DR No Limit — 10 lb.
Studded Leather 45gp 2 DR No Limit — 13 lb.
Exotic Leather 600 gp 3 DR No Limit — 11 lb.
Chain Shirt 55 gp 3 DR Max 4 Cumbersome 20 lb.
Medium Armor
Hide 10 gp 3 DR Max 4 — 12 lb.
Exotic Hide 1,500 gp 5 DR Max 4 — 13 lb.
Scale Mail 50 gp 4 DR Max 4 Cumbersome 45 lb.
Breastplate 200 5 DR Max 2 — 20 lb.
Half Plate 750 6 DR Max 2 Cumbersome 40 lb.
Heavy Armor
Ring Mail 30 gp 5 DR Max 1 — 40 lb.
Chain Mail 75 gp 6 DR Max 1 Cumbersome / Str 13 55 lb.
Splint Mail 200 gp 7 DR Max 1 Cumbersome / Str 15 60 lb.
Plate Mail 1,000 gp 8 DR Max 2 Cumbersome / Str 17 65 lb.
CHAPTER 2 | Armor Redesigned
12
Advanced Materials
When it comes to weapons and armor, 5E usually
assumes items are made of common leathers and
metals. Leather typically comes from either farm
animals like cows, sheep, and horses, or from
commonly-seen forest critters like deer, bears, and
wolves. Metals typically vary between bronze, iron, or
steel, depending on the equipment and the time period.
However, the fantasy settings that we inhabit are
typically rife with a wider variety of materials both
common and extraordinary. These can enhance
the play experience with additional options to
choose from. Presented in this section are a
series of additional materials you can use to build
your equipment; materials which functionally
change the way your equipment operates.
The materials presented in this section can be
applied to weapons and armor, providing players with
an excellent way in which to spend their earned gold.
If the players acquire one of these rare materials,
they may be able to craft items out of them.
With the exception of exotic leather and orichalcum,
these materials must each be combined with
a specific armor type, which determines the
overall cost of the item. For example, a suit of
adamantine splint armor costs the price of splint
(200 gp) multiplied by the price of adamantine
(x200), for a total crafting price of 40,000 gp.
Any weapon or suit of armor can only benefit
from one of these advanced materials at a time.

CHAPTER 2 | Armor Redesigned


13
Adamantine
Adamantine is an alloy composed of many
different substances, the most prominent being
adamant. Adamant is mined in small quantities
from adamantite ores found within asteroids,
hardened volcanic flows, or the deepest chasms.
Adamant itself is one of the hardest substances
known, being able to cut or scratch almost any object
imaginable. However, the material is extremely
brittle—shattering into pieces at the slightest impact.
This makes it unsuitable for weapons or armor,
though it remains in use amongst dwarven scholars
as pens for its ability to etch runes in hard stone.
Combining five-eighths adamant to two-eighths
silver and one-eighth electrum (an alloy of silver
and gold) forms adamantine. This perfected alloy
retains the hardness of adamant while increasing its
durability tremendously, allowing for the construction
of weaponry and armor. Through powerful arcane
magic, master dwarf smiths have even been able
to combine steel and mithral into adamantine,
though the process requires divine intervention
and is considered a holy—and secret—endeavor.
Adamantine is black with a clear, green sheen
when seen through candlelight. The smelting of
this alloy is almost exclusively a dwarven secret
which they care not to share with anyone else.

Adamantine Armor
Armor (chain shirt, scale mail, breastplate, half
plate, ring mail, chain mail, splint, or plate)
This jet-black armor is nigh impenetrable,
a bulwark against all harm.
Effect. The base Damage Reduction of the armor
is increased by 4. While you’re wearing it, critical
hits that strike you are treated as normal hits.
Cost. 200 x the armor’s base cost. This price includes
bribes for dwarven officials, the commissioning of
multiple master smiths who know how to smelt the
ore and craft the armor, and the expensive auctions
needed in order to secure the necessary components.

Adamantine Weapon
Weapon (any melee) or 10 pieces of ammunition
This dark weapon has a unique hardness that
renders it an excellent machine of destruction.
Effect. Whenever an adamantine weapon hits an
object, it results in an automatic critical hit. Adamantine
weapons are known to be hard enough to penetrate the
heavy layered exteriors of magical golems, allowing
one to damage them without the need for magic.
Cost. 500 gp + the weapon’s base cost. This cost
represents the expertise and material costs to
forge or coat a weapon with this valuable metal.

CHAPTER 2 | Armor Redesigned


14
Carapace
Most combat-ready armor is made from either
thick leathers, metallic alloys, or a combination
of the two. Entire industries have been defined by
the gathering and the crafting of these materials,
and many town economies rely on them for trade
and survival. However, many monsters have
successfully relied on their own natural armor
instead, sometimes even enjoying stronger protections
than what humanoid-made metal can achieve.
Creatures like bulettes, gorgons, and purple
worms are notorious for their extremely hard
exoskeletons; naturally grown armored materials
that are typically far lighter than the traditional
alloys most humanoids are accustomed to. When
adapted to, it allows for far greater ease of movement
than was previously thought achievable.
Warriors clad in carapace are typically seen along
the frontiers of civilization, in locations too remote
to sustain trading with mining settlements. This
armor is often used by priests who may admire
or even venerate the creatures it comes from,
and by druids who wish to wear heavy armor
without having to commit taboo by using metal.

Carapace Armor
Armor (breastplate, half plate, or plate)
These chitinous plates are surprisingly lightweight
for the amount of damage they can withstand.
Effect. This armor loses the cumbersome
property if it had it. In addition, its maximum
Dexterity modifier to AC is increased by 1.
Cost. 5 x the armor’s base cost. There is an
additional cost of 1,200 gp for medium armor and
2,000 gp for heavy armor. This additional cost is
reduced by 50% if you possess the body of a slain
large-sized creature whose carapace is mostly
undamaged and sufficient for armor of this type, and
by another 25% if you are able to skin the creature
yourself with a DC 20 Wisdom (Survival) check.
If you fail the check by 5 or more, the carapace is
ruined and cannot be made into armor. For a creature’s
carapace to be appropriate for a suit of armor, it
needs to have a very strong exoskeleton. If a creature
has a natural DR of 6 or greater, then it likely has
sufficient armor. Ask your GM for more details.

CHAPTER 2 | Armor Redesigned


15
Exotic Leather/Hide
“Exotic” leather or hide is an umbrella term that
describes all of the different monstrous hides
that exist within the world. While a typical suit of
leather armor would be made from cow skin, exotic
leather might be crafted from owlbear, wyvern,
ogre, basilisk, troll, or any other creature that could
feasibly be skinned for its hide. This even includes
fantastical, giant versions of traditional beasts, or
even certain thick-skinned undead creatures.
This type of leather is not particularly difficult to find,
as monstrous creatures can be found anywhere, and
there’s always adventurers willing to make a living
hunting these creatures for profit. Craftsmen are also
accustomed to working with whatever they can get their
hands on, and so many tanners and leatherworkers
have been known to dabble in exotic leathers from
time to time. This all allows for there to be a strong
market for exotic leathers in many large settlements.
It is very rare for a piece of exotic leather
to possess innate magic, as the tanning
process renders it completely devoid of any
supernatural ability it may have had.

Exotic Leather/Hide Armor


Refer to the armor table in the previous chapter for the
stats regarding exotic leather and exotic hide armor.
The listed prices include the hunters/adventurers who
gathered the hide, the tanners who prepared it, and the
leathercrafters who designed it into its usable form.
Most of the cost comes from the careful tanning
preparation and expert crafting of the leatherworker,
not in the gathering of the material. Hence, if you
are able to harvest the hide with a DC 20 Wisdom
(Survival) check, or bring in the creature itself (with its
hide undamaged), the price is only lowered by 100 gp.
Cost. See Armor Type Chart on page 12.

CHAPTER 2 | Armor Redesigned


16
Legendary Leather
Monster hides typically lose their innate magical
abilities once they go through the rigorous tanning
process needed before being crafted into armor.
Some monsters, however, possess mythical
hides strong enough to maintain supernatural
abilities in spite of their lack of magic. These
special hides are called legendary leathers.
Black knights wearing devil leather stretched
over their shields, cultists decorating their pagan
tomes with angel skin, and brave adventurers
challenging the open fields with their dragon scale
mail. Legendary leather is not an unknown and
unexplored world; its vast potential has been explored
by many warriors seeking to milk every opportunity
presented to them. There is tremendous power in
using the defenses of your enemies as your own.
The most commonly seen legendary leathers
come from celestials, demons, devils, and dragons,
but many powerful monsters can be skinned for
their supernatural defenses, such as krakens,
nagas, and many aberrations. These leathers grant
the wearer resistance to the very elements those
creatures resisted in life, oftentimes allowing
adventurers to use a creature’s hide to contend
against other members of the same creature type.

Legendary Leather Armor


Armor (any)
This unique set of hides and leathers can
be assembled into a suit of armor by itself,
or incorporated as a kind of hauberk or
arming doublet underneath steel armor.
Effect. If the creature was naturally resistant or
immune to a type of damage (with the exception
of bludgeoning, piercing, or slashing), you may
choose one of those resistances or immunities upon
creation of the item. While worn, this armor grants
the wearer resistance to the chosen damage type.
Cost. 5 x the armor’s base cost for medium or heavy
armor, or 600 gp for light armor, in which case the
base armor type becomes exotic leather. There is an
additional cost of 4,000 gp for heavy armor, 2,500 gp
for medium armor, and 1,500 for light armor. This
additional cost is reduced by 50% if you possess
the body of a slain creature whose hide is mostly
undamaged and sufficient for armor of this type, and
by another 25% if you are able to skin the creature
yourself with a DC 20 Wisdom (Survival) check. If
you fail the check by 5 or more, the hide is ruined
and cannot be made into armor. For a creature’s hide
to be appropriate for a suit of legendary armor, the
creature must be of challenge rating 6 or greater.

CHAPTER 2 | Armor Redesigned


17
Mithral
Mithral, also known as true metal, is mined from
very rare silver-black ores scattered all across the
world. It is popular for being the lightest metal
hard enough to be used for armor and weapons.
When smelted, mithral takes on a silvery-blue sheen
and becomes unpredictable when carelessly exposed
to magic, typically repelling magical effects with ease.
Objects made of mithral become entirely immune
to the damaging effects of fire, cold, and lightning.
Mithral is also notoriously difficult to disintegrate.
Mithral is a favorite amongst elves who often
lack the physical strength to carry heavy
weapons and armor, as equipment made from
this metal is shockingly light for its density.

Mithral Armor
Armor (chain shirt, scale mail, breastplate, half
plate, ring mail, chain mail, splint, or plate)
This armor is strangely comfortable and soft
despite its stronger-than-steel durability.
Effect. This armor loses the cumbersome property
if it had it, and its weight is reduced by half. Mithral
armor also becomes one armor category lighter
than its steel counterpart. Heavy armor loses its
Strength score requirement (if any) and becomes
medium armor, medium armor becomes light
armor, and light armor can be used without any
armor proficiencies. In addition, mithral armor
has no maximum Dexterity modifier for AC.
While wearing mithral armor, magic tends to
rebound off of you. Once per turn, when you are
targeted by a line spell or a spell that requires a ranged
attack roll, you may roll a d6. On a roll of 5 or 6, you
are unaffected by the spell and this feature doesn’t
function again until the beginning of your next turn.
Cost. 100 x the armor’s base cost. This price
includes the expensive scheduling of special
furnaces equipped with the ability to smelt
metals that are otherwise immune to heat, and
the commissioning of elder dwarves or elvish
smiths who are trusted enough to handle mithral
in its delicate and chaotic crafting process.

Mithral Weapon
Weapon (any)
This silvery-blue weapon is far lighter
than it ought to be, and catches the light
in an almost supernatural fashion.
Effect. A mithral weapon weighs half as much as it
normally would, loses the heavy property if it had it, and
gains the finesse property if it didn’t already have it.
Cost. 500 gp + the weapon’s base cost. This cost
represents the expertise and material costs to
forge or coat a weapon with this valuable metal.

CHAPTER 2 | Armor Redesigned


18
Orichalcum
Described in ancient texts as the “Gold of the Gods,”
the concept of orichalcum has been passed down
through fables and stories as a mythical material
thought only to exist in writing. The stories speak
of the halls of deities being decorated with it, angels
bestowing weapons and armor to their heroes made of
the material, and divine coffers filled with the described
color that ranges between copper-gold to white-gold.
Orichalcum may not be found in any mine within the
Prime Material realm, but it nonetheless is categorically
real. Not much is known of its natural state before it
is smelted, nor of its mineral or metallic composition.
What is known is that no object has yet been found to
be able to pierce it, and that it is so rare that no full set
of armor has been known to be made of the material.
When seen in combat, orichalcum is typically in
the form of bracers worn by powerful outsiders
who use it to deflect incoming blows. It is
most notably seen by celestials such as devas,
planetars, and solars who use the orichalcum
bracers as their sole method of protection.
The few mortals who have been blessed with a
chance to test the equipment have noted how strangely
easy it is to deflect blows with it, commenting on an
apparent “desire” from the metal to help move the
hand to the right spot. The material is too rare for any
conclusive studies to be made on the matter, however.

Orichalcum Bracers
Light armor (unique)
Orichalcum is too rare for it to be made into a full
set of medium or heavy armor, and its optimal effect
relies on the wearer being as light as possible.
Effect. Orichalcum bracers function as a full
set of light armor with a base Damage Reduction
equal to twice your Dexterity modifier.
Cost. 80,000 gp. The price includes the costs
associated with commissioning wizards who can plane
shift to the outer planes in order to barter for the rare
material, including obtaining guides, bodyguards,
and clerics to accompany them. The material cannot
be smelted on the Prime, so it requires the further
assistance of planar armorsmiths who possess either
the know-how or the contacts to perform such a feat.

CHAPTER 2 | Armor Redesigned


19
Silver
Of all the metals, silver is the most associated with
the art of magic thanks to its ability to retain magical
enchantments and spells. For this reason, most
magical items made of metal are either made of
silver or composed of an alloy with at least a 60%
concentration of silver incorporated in the construction.
As useful as silver is in the arcane fields, it leaves
much to be desired in warfare. It fares a little better
than the malleable gold, but considerably worse than
the tough (and far cheaper) bronze and iron. This
is because silver itself is soft, and when challenged
against more durable metals, it gives way and shatters.
Magical enchantment can cover some of these
weaknesses but oftentimes at a tremendous cost.
The vast majority of silver armors are created as
ceremonial vestments, with the expectation that they
will never see combat. They are a particular favorite
to arcane archers, who prefer to do battle from afar.

Silver Armor
Armor (chain shirt, scale mail, breastplate, half
plate, ring mail, chain mail, splint, or plate)
This armor shines brilliantly and impressively,
though it isn’t very effective on its own.
Effect. Armor made of silver has its base Damage
Reduction reduced by 2 (minimum 0). While you wear
this armor, all spells with a duration that are cast on
you last twice as long. In addition, creatures with silver
sensitivity— such as werewolves and certain devils—
make melee attacks against you with disadvantage.
When crafting magical armor using 5E magic item
crafting rules, you can choose to craft two different
magic items and combine them into one single effect
so long as you are using silver armor as a base. For
example, you could craft both armor of resistance
(fire) and dwarven plate into a single set of silver
plate armor. If you are using my enchanting rules
for magic items, then silver armor can be enchanted
with an additional major or minor enchantment.
Cost. 30 x the armor’s base cost. This cost
represents the price of materials and of
commissioning a silversmith to take on the project.

Silver Weapon
Weapon (any melee) or 10 pieces of ammunition
Many dark creatures abhor this gleaming metal;
all the more reason to make a weapon out of it.
Effect. Silver weapons are known to penetrate
the magical hides of certain creatures such
as werewolves and many devils, allowing
you to fully damage them in combat.
Cost. 100 gp + the weapon’s base cost.

CHAPTER 2 | Armor Redesigned


20
Telstang
An alloy of copper, mithral, platinum, and silver,
telstang has been a secret held by the gnomes for a long
time. Throughout the centuries after its discovery, the
name “truesilver” was used for the alloy in an effort to
confuse other races and prevent them from discovering
the truth. Nowadays it is believed the secret has spread
to select halfing, elvish, and orcish communities.
The metal is known for its ability to resist magical
transformation, preventing its form from being
changed. It is used often in the creation of vaults as
the material negates commonly used spells such as
disintegrate or stone shape used to bypass the locks.
It is also an important material used in the creation of
powerful golems, who would otherwise be at the mercy
of simple polymorph spells to be rendered obsolete.
When the metallic alloy is in direct contact with
organic material, the organic material becomes
similarly protected from transformation. Many
adventurers adorn themselves with bracers, belts,
necklaces, and the like made out of telstang in order to
protect themselves from falling prey to similar spells.
Telstang takes on a dull silver hue that looks
very much like pewter. It can be recognized
by the bell-like tone it makes when struck.

Telstang Armor
Armor (chain shirt, scale mail, breastplate, half
plate, ring mail, chain mail, splint, or plate)
While not the most impressive look for a suit of
armor, this armor renders the wearer immutable. You
need not be covered head to toe in telstang for the
effect to work, but all of your flesh must be at least a
foot away from the alloy for it to be protected. A typical
arrangement of telstang includes boots, a belt, a neck-
piece, and bracers. The alloy is typically forged into
the armor sets at the critical points described above,
rather than creating a piece of armor entirely made of
the alloy. This is because telstang is known to shatter
under duress and is not entirely suitable for combat.
Effect. While wearing this armor, you cannot be
affected by any spell from the transmutation school
of magic. Further, you are immune to any spell or
magical effect that would alter your physical form.
Cost. 50 x the armor’s base cost. This represents
the rarity of the metals alloyed together, as well
as the costs in commissioning a knowledgeable
metallurgist who knows how to work with it.

CHAPTER 2 | Armor Redesigned


21
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formats, poses, concepts, themes and graphic, photographic and the Open Game Content using the name of any Contributor unless
other visual or audio representations; names and descriptions of You have written permission from the Contributor to do so.
characters, spells, enchantments, personalities, teams, personas, 12. Inability to Comply: If it is impossible for You to
likenesses and special abilities; places, locations, environments, comply with any of the terms of this License with respect
creatures, equipment, magical or supernatural abilities or effects, to some or all of the Open Game Content due to statute,
logos, symbols, or graphic designs; and any other trademark or judicial order, or governmental regulation then You may
registered trademark clearly identified as Product identity by the not Use any Open Game Material so affected.
owner of the Product Identity, and which specifically excludes the
13. Termination: This License will terminate automatically if
Open Game Content; (f) “Trademark” means the logos, names,
You fail to comply with all terms herein and fail to cure such
mark, sign, motto, designs that are used by a Contributor to identify
breach within 30 days of becoming aware of the breach. All
itself or its products or the associated products contributed to the
sublicenses shall survive the termination of this License.
Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and 14. Reformation: If any provision of this License is held
otherwise create Derivative Material of Open Game Content. (h) to be unenforceable, such provision shall be reformed
“You” or “Your” means the licensee in terms of this agreement. only to the extent necessary to make it enforceable.
2. The License: This License applies to any Open Game Content 15. COPYRIGHT NOTICE
that contains a notice indicating that the Open Game Content Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
may only be Used under and in terms of this License. You must
System Reference Document 5.1 Copyright 2016, Wizards of
affix such a notice to any Open Game Content that you Use. No
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
terms may be added to or subtracted from this License except as
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
described by the License itself. No other terms or conditions may be
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
applied to any Open Game Content distributed using this License.
based on original material by E. Gary Gygax and Dave Arneson.
3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
“Armor Redesigned” is published under the Open Game License
4. Grant and Consideration: In consideration for agreeing
version 1.0a Copyright 2000 Wizards of the Coast, Inc.
to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact ©2022 MrRhexx Games. All rights reserved. MrRhexx
terms of this License to Use, the Open Game Content. Games and MrRhexx Games Armor Redesigned
are trademarks of Fermin Caballero.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, you represent that This document is NOT for resale. Permission granted to
Your Contributions are Your original creation and/or You have print or photocopy this document for personal use only.
sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.

CHAPTER 2 | Armor Redesigned


22
MrRhexx’s Monster Classes I MrRhexx’s Monster Classes II The Crystal Moon Adventure

Other Great Products from MrRhexx Games!


Want your character to be a Dragon? What about an Ogre or a Succubus?
How about an adventure in Wildspace?
Go to https://www.mrrhexx.shop
and try out our Monster Classes series!


Another random document with
no related content on Scribd:
MP25125.
Bobby Riggs. 30 sec., sd., color, 16 mm. © Pfizer, Inc.; 12Sep73;
MP25125.

MP25126.
Interviewing interactions. 11 min., sd., color, 16 mm. (Effective
interviewing techniques) © Edutronics Systems International, Inc.;
1Jun73; MP25126.

MP25127.
Introduction to C I C S. Edutronics Systems International, Inc.
Produced in cooperation with On-Line Software, Inc. 11 min., sd.,
color, 16 mm. (CICS applications programming) © Edutronics
Systems International, Inc.; 29Jan74 (in notice: 1973); MP25127.

MP25128.
The Applications program interface. Edutronics Systems
International, Inc. Produced in cooperation with On-Line Software,
Inc. 15 min., sd., color, 16 mm. (CICS applications programming)
Add. ti.: The Application program interface. © Edutronics Systems
International, Inc.; 29Jan74 (in notice: 1973); MP25128.

MP25129.
Management of major resources. Edutronics Systems
International, Inc. Produced in cooperation with On-Line Software,
Inc. 21 min., sd., color, 16 min. (CICS applications programming) ©
Edutronics Systems International, Inc.; 29Jan74 (in notice: 1973);
MP25129.

MP25130.
Management of supplemental resources. Edutronics Systems
International, Inc. Produced in cooperation with On-Line Software,
Inc. 23 min., sd., color, 16 mm. (CICS applications programming) ©
Edutronics Systems International, Inc.; 29Jan74 (in notice: 1973);
MP25130.

MP25131.
The System flow. Edutronics Systems International, Inc. Produced
in cooperation with On-Line Software, Inc. 16 min., sd., color, 16
mm. (CICS applications programming) © Edutronics Systems
International, Inc.; 29Jan74 (in notice: 1973); MP25131.

MP25132.
O S / V S J C L differences. Edutronics Systems International, Inc.
14 min., sd., color, 16 mm. (Virtual storage concepts) © Edutronics
Systems International, Inc.; 21Jan74 (in notice: 1973); MP25132.

MP25133.
The Principles of virtual storage. Edutronics Systems
International, Inc. 17 min., sd., color, 16 mm. (Virtual storage
concepts) © Edutronics Systems International, Inc.; 29Jan74 (in
notice: 1973); MP25133.

MP25134.
A Matter of indifference. 50 min., sd., b&w, 16 mm. Appl. au.: Jack
M. Hanick & Leonardo Dacchille. © Jack M. Hanick & Leonardo
Dacchille; 2Feb74; MP25134.

MP25135.
Managing in a crisis. BNA Communications, Inc. 27 min., sd.,
color, 16 mm. (The Gellerman effective supervision series) © BNA
Communications, Inc.; 25Feb74 (in notice: 1973); MP25135.

MP25136.
Managing the disturbed employee. BNA Communications, Inc. 29
min., sd., color, 16 mm. (The Gellerman effective supervision series)
© BNA Communications, Inc.; 25Feb74 (in notice: 1973); MP25136.

MP25137.
The Voter decides. Ginn and Company. Made by Centron
Corporation. 16 min., sd., color, 16 mm. (Ginn instructional film
series on political roles) © Ginn and Company; 4Apr73; MP25137.

MP25138.
The Political animal. Ginn and Company. Made by Centron
Corporation. 15 min., sd., color, 16 mm. (Ginn instructional film
series on political roles) © Ginn and Company; 1Aug73; MP25138.

MP25139.
The Role of the interest group leader. Ginn and Company. Made by
Centron Corporation. 15 min., sd., color, 16 mm. (Ginn instructional
film series on political roles) © Ginn and Company; 4Apr73;
MP25139.

MP25140.
1974 full size car body highlights. Chrysler Corporation. 12 min.,
sd., color, Super 8 mm. Appl. au.: Ross Roy, Inc. © Chrysler
Corporation; 22Jan74 (in notice: 1973); MP25140.

MP25141.
Dodge Colt comparison. 12 min., sd., color, Super 8 mm. Appl. au.:
Ross Roy, Inc. © Chrysler Corporation; 23Jan74 (in notice: 1973);
MP25141.

MP25142.
Basic door and body adjustments. Chrysler Corporation. 12 min.,
sd., color, Super 8 mm. Appl. au.: Ross Roy, Inc. © Chrysler
Corporation; 18Mar74 (in notice: 1973); MP25142.
MP25143.
Sell your product, sell yourself. 12 min., sd., color, Super 8 mm.
Appl. au.: Ross Roy, Inc. © Chrysler Corporation; 17Jan74 (in notice:
1973); MP25143.

MP25144.
Handling walk ins. 12 min., sd., color, Super 8 mm. Appl. au.: Ross
Roy, Inc. © Chrysler Corporation; 5Mar74; MP25144.

MP25145.
Someone with authority. 12 min., sd., color, Super 8 mm. Appl.
au.: Ross Roy, Inc. © Chrysler Corporation; 17Apr74; MP25145.

MP25146.
Power steering problems and diagnosis. 12 min., sd., color, Super
8 mm. Appl. au.: Ross Roy, Inc. © Chrysler Corporation; 15Apr74;
MP25146.

MP25147.
Garner Ted Armstrong. Program 546. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 24Jan74; MP25147.

MP25148.
Garner Ted Armstrong. Program 554. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 5Feb74; MP25148.

MP25149.
Garner Ted Armstrong. Program 551. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 6Feb74; MP25149.
MP25150.
Garner Ted Armstrong. Program 556. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 8Feb74; MP25150.

MP25151.
Garner Ted Armstrong. Program 555. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 12Feb74; MP25151.

MP25152.
Garner Ted Armstrong. Program 564. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 13Feb74; MP25152.

MP25153.
Garner Ted Armstrong. Program 565. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 14Feb74; MP25153.

MP25154.
Rembrandt. 30 sec., sd., color, 16 mm. © Pfizer, Inc.; 31Oct73;
MP25154.

MP25155.
Limestone: Iowa’s buried treasure. 26 min., sd., color, 16 mm. ©
Iowa State University a. a. d. o. Iowa State University of Science and
Technology; 22Feb74; MP25155.

MP25156.
Point of proof 800 series cornhead. 7 min., sd., color, Super 8 mm.
© International Harvester Company; 12Feb74; MP25156.
MP25157.
Point of proof low profile combine. 8 min., sd., color, Super 8 mm.
© International Harvester Company; 22Jan74; MP25157.

MP25158.
Point of proof 345 spring tooth harrow. 6 min., sd., color, Super 8
mm. © International Harvester Company; 22Jan74; MP25158.

MP25159.
Point of proof rotary cultivators. 7 min., sd., color, Super 8 mm. ©
International Harvester Company; 22Jan74; MP25159.

MP25160.
Mitedos para operar el tractor hydrostatic. 10 min., sd., color,
Super 8 mm. © International Harvester Company; 22Jan74 (in
notice: 1973); MP25160.

MP25161.
Know your combine-corn. 14 min., sd., color, Super 8 mm. Add.
ti.: Know your combine-grain. © International Harvester Company;
10Dec73; MP25161.

MP25162.
Overview. Edutronics Systems International, Inc. 21 min., sd.,
color, 16 mm. (VS/DOS) © Edutronics Systems International, Inc.;
11Feb74; MP25162.

MP25163.
Working set and locality. Edutronics Systems International, Inc. 17
min., sd., color, 16 mm. (Virtual storage concepts) © Edutronics
Systems International, Inc.; 28Feb74 (in notice: 1973); MP25163.
MP25164.
An Approach to growth: awareness training. Griff Ruggles. 26
min., sd., color, 16 mm. © Griff Ruggles; 1Nov73; MP25164.

MP25165.
Outdoor play: a motivating force for learning. A Steve Campus
production. Produced in cooperation with Queens College of the City
University of New York, Board of Higher Education. 17 min., sd.,
color, 16 mm. © Steve Campus Productions, Inc.; 29Nov73;
MP25165.

MP25166.
Hockey: the power play. A Dick Borden production. 11 min., sd.,
b&w, 16 mm. © The Coca-Cola Company; 1Jan74 (in notice: 1973);
MP25166.

MP25167.
1974 cars: low speed crash costs (foreign models) 20 min., sd.,
color, 16 mm. © Insurance Institute for Highway Safety; 28Mar74;
MP25167.

MP25168.
Parent counseling child care system. A John Sutherland
production. 83 min., sd., color, 70 mm. (Rocom Parentaid film
system) © Hoffmann LaRoche, Inc.; 29Oct70; MP25168.

MP25169.
Rolling tissue. 30 sec., sd., color, 16 mm. © Pfizer, Inc.; 17Apr73;
MP25169.

MP25170.
Teaching sign language to the Chimpanzee Washoe. 48 min., sd.,
b&w, 16 mm. (Project Washoe) Appl. au.: R. A. Gardner & B. T.
Gardner. © R. A. Gardner & B. T. Gardner; 4Feb74 (in notice: 1973);
MP25170.

MP25171.
Concrete finishing. A Marshall Maintenance production. Produced
in cooperation with J. W. Ferrell Company, Inc. 12 min., sd., color, 16
mm. © Marshall Maintenance; 6Mar74; MP25171.

MP25172.
Energy conversion. 3 min., si., color, Super 8 mm. in cartridge.
Appl. au.: Doubleday Multimedia, division of Doubleday and
Company, Inc. © Doubleday and Company, Inc.; 7Nov73; MP25172.

MP25173.
Inertia. 3 min., si., color, Super 8 mm. in cartridge. Appl. au.:
Doubleday Multimedia, division of Doubleday and Company, Inc. ©
Doubleday and Company, Inc.; 7Nov73; MP25173.

MP23174.
Matter: spaces between molecules. 3 min., si., color, Super 8 mm.
in cartridge. Appl. au.: Doubleday Multimedia, division of Doubleday
and Company, Inc. © Doubleday and Company, Inc.; 7Nov73;
MP25174.

MP25175.
How to make an animal puppet. 4 min., si., color, Super 8 mm. in
cartridge. Prev. reg. NM: compilation & editing. © Walt Disney
Productions; 20Sep73; MP25175.

MP25176.
Radioactivity. 2 min., si., color, Super 8 mm. in cartridge. Prev.
reg. NM: compilation & editing. © Walt Disney Productions;
20Sep73; MP25176.

MP25177.
Radioactive fission. 2 min., si., color, Super 8 mm. in cartridge.
Prev. reg. NM: compilation & editing. © Walt Disney Productions;
20Sep73; MP25177.

MP25178.
Where today’s cats came from. 4 min., si., color, Super 8 mm. in
cartridge. Prev. reg. NM: compilation & editing. © Walt Disney
Productions; 20Sep73; MP25178.

MP25179.
Atomic structure of matter. 3 min., si., color, Super 8 mm. in
cartridge. Prev. reg. NM: compilation & editing. © Walt Disney
Productions; 20Sep73; MP25179.

MP25180.
Lawn groom. 1 min., sd., color, 16 mm. Appl. au.: Martin Latter. ©
Pamar, Inc.; 22Apr74; MP25180.

MP25181.
The Frozen war, America intervenes in Russia, 1918–1920. 30
min., sd., b&w, 16 mm. Appl. au.: William F. Malloch, R. C. Raack &
Patrick Griffin. Prev. reg. 20Aug73, MU8721. NM: revision &
additions. © Patrick Griffin, R. C. Raack & William F. Malloch
operating as a partnership under the fictitious business names Cadre
& Cadre Films; 1Dec73; MP25181.

MP25182.
M F T / M V T lecture 1. 17 min., sd., b&w, 16 mm. (S/360
operating system core dumps) Appl. au.: Consultants Associated,
Inc. © Edutronics Systems International, Inc.; 1Aug72 (in notice:
1971); MP25182.

MP25183.
M V T lecture 2. 17 min., sd., b&w, 16 mm. (S/360 operating
system core dumps) Appl. au.: Consultants Associated, Inc. ©
Edutronics Systems International, Inc.; 1Aug72 (in notice: 1971);
MP25183.

MP25184.
M V T lecture 3. 15 min., sd., b&w, 16 mm. (S/360 operating
system core dumps) Appl. au.: Consultants Associated, Inc. ©
Edutronics Systems International, Inc.; 1Aug72 (in notice: 1971);
MP25184.

MP25185.
M V T lecture 4. 13 min., sd., b&w, 16 mm. (S/360 operating
system core dumps) Appl. au.: Consultants Associated, Inc. ©
Edutronics Systems International, Inc.; 1Aug72 (in notice: 1971);
MP25185.

MP25186.
M V T lecture 5. 19 min., sd., b&w, 16 mm. (S/360 operating
system core dump) Appl. au.: Consultants Associated, Inc. ©
Edutronics Systems International, Inc.; 1Aug72 (in notice: 1971);
MP25186.

MP25187.
M V T lecture 6. 16 min., sd., b&w, 16 mm. (S/360 operating
system core dumps) Appl. au.: Consultants Associated, Inc. ©
Edutronics Systems International, Inc.; 1Aug72 (in notice: 1971);
MP25187.
MP25188.
M F T / M V T lecture 7. 20 min., sd., b&w, 16 mm. (S/360
operating system core dumps) Appl. au.: Consultants Associated,
Inc. © Edutronics Systems International, Inc.; 1Aug72 (in notice:
1971); MP25188.

MP25189.
M V T lecture 8. 20 min., sd., b&w, 16 mm. (S/360 operating
system core dumps) Appl. au.: Consultants Associated, Inc. ©
Edutronics Systems International, Inc.; 1Aug72 (in notice: 1971);
MP25189.

MP25190.
M V T lecture 9. 17 min., sd., b&w, 16 mm. (S/360 operating
system core dumps) Appl. au.: Consultants Associated, Inc. ©
Edutronics Systems International, Inc.; 1Aug72 (in notice: 1971);
MP25190.

MP25191.
Lecture 1. 14 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25191.

MP25192.
Lecture 2. 21 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25192.

MP25193.
Lecture 3. 12 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25193.

MP25194.
Lecture 4. 12 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25194.

MP25195.
Lecture 5. 19 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25195.

MP25196.
Lecture 6. 22 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25196.

MP25197.
Lecture 8. 22 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25197.

MP25198.
Lecture 9. 16 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25198.
MP25199.
Lecture 10. 18 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25199.

MP25200.
Lecture 11. 16 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25200.

MP25201.
Lecture 12. 12 min., sd., color, 16 mm. (S/360 operating system,
operations operator training) Appl. au.: Consultants Associated, Inc.
© Edutronics Systems International, Inc.; 1Jun72 (in notice: 1971);
MP25201.

MP25202.
The Falcon, prince of birds. Broyles, Allebaugh and Davis, Inc. 26
min., sd., color, 16 mm. © Broyles, Allebaugh and Davis, Inc.;
10Dec73; MP25202.

MP25203.
Boy of Quebec. A Coronet film. 13 min., sd., color, 16 mm. ©
Coronet Instructional Media, a division of Esquire, Inc.; 28Jun73;
MP25203.

MP25204.
Japan: the land and the people. A Coronet film. 2nd ed. 16 min.,
sd., color, 16 mm. © Coronet Instructional Media, a division of
Esquire, Inc.; 3Oct73; MP25204.
MP25205.
Climates and seasons. A Coronet film. 10 min., sd., color, 16 mm.
© Coronet Instructional Media, a division of Esquire, Inc.; 4Oct73;
MP25205.

MP25206.
Garner Ted Armstrong. Program 549. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 6Feb74 (in notice: 1973); MP25206.

MP25207.
Garner Ted Armstrong. Program 503. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 5Nov73; MP25207.

MP25208.
Garner Ted Armstrong. Program 548. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 28Jan74; MP25208.

MP25209.
Garner Ted Armstrong. Program 541. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 21Jan74; MP25209.

MP25210.
Garner Ted Armstrong. Program 544. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 22Jan74; MP25210.

MP25211.
Garner Ted Armstrong. Program 553. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 12Feb74; MP25211.

MP25212.
Garner Ted Armstrong. Program 547. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 28Jan74; MP25212.

MP25213.
Garner Ted Armstrong. Program 567. Ambassador College. 29
min., sd., color, videotape (3/4 inch) in cassette. © Ambassador
College; 22Feb74; MP25213.

MP25214.
The World of darkness. 24 min., sd., color, 16 mm. Prev. pub.
11Jan73; MP23932. NM: abridgment. © National Geographic
Society; 8Jan74 (in notice: 1973); MP25214.

MP25215.
Spain: a journey with Washington Irving. 24 min., sd., color, 16
mm. Prev. pub. 15Jun66, MP17683. NM: abridgment. © National
Geographic Society; 20Jul73; MP25215.

MP25216.
Reptiles. 24 min., sd., color, 16 mm. Prev. pub. 25Nov68,
MP18961. NM: abridgment. © National Geographic Society;
20Aug73; MP25216.

MP25217.
Australia: down under and outback. 24 min., sd., color, 16 mm.
Prev. pub. 7Feb69, MP19013. NM: abridgment. © National
Geographic Society; 12Sep73; MP25217.
MP25218.
The National parks: America’s legacy. 24 min., sd., color. 16 mm.
Prev. pub. 11Oct68, MP18649. NM: abridgment. © National
Geographic Society; 12Sep73; MP25218.

MP25219.
Polynesia. 24 min., sd., color, 16 mm. Prev. pub. 25Apr69;
MP19210. NM: abridgment. © National Geographic Society;
5Nov73; MP25219.

MP25220.
Earth: the restless planet. 24 min., sd., color, 16 mm. Prev. pub.
8Feb73; MP23931. NM: abridgment. © National Geographic Society;
16Nov73; MP25220.

MP25221.
Gravity. 4 min., si., color, Super 8 mm. Appl. au.: Doubleday
Multimedia, division of Doubleday and Company, Inc. © Doubleday
and Company, Inc.; 19Feb74 (in notice: 1973); MP25221.

MP25222.
Chemical change. 3 min., si., color, Super 8 mm. Appl. au.:
Doubleday Multimedia, division of Doubleday and Company, Inc. ©
Doubleday and Company, Inc.; 19Feb74 (in notice: 1973); MP25222.

MP25223.
Matter: weight — mass. 3 min., si., color, Super 8 mm. Appl. au.:
Doubleday Multimedia, division of Doubleday and Company, Inc. ©
Doubleday and Company, Inc.; 19Feb74 (in notice: 1973); MP25223.

MP25224.
Gyroscope. 4 min., si., color, Super 8 mm. Appl. au.: Doubleday
Multimedia, division of Doubleday and Company, Inc. © Doubleday
and Company, Inc.; 19Feb74 (in notice: 1973); MP25224.

MP25225.
Rotary motion. 3 min., si., color, Super 8 mm. Appl. au.:
Doubleday Multimedia, division of Doubleday and Company, Inc. ©
Doubleday and Company, Inc.; 19Feb74 (in notice: 1973); MP25225.

MP25226.
From the source. 15 min., sd., color, 16 mm. © Southern California
Rock Products and Ready Mixed Concrete Associations; 1Jun73;
MP25226.

MP25227.
For the rest of your life. 16 min., sd., color, 16 mm. Appl. au.:
Motion Picture Unit, University of Iowa. © National Society for the
Prevention of Blindness, Inc.; 1Mar74 (in notice: 1973); MP25227.

MP25228.
Group 7A elements: Physical properties. Pt. 1. A Kalmia film. 4
min., si., color, Super 8 mm. (Physical and chemical properties of the
elements) Appl. au.: John T. Fitch & Robert M. Fitch. © Kalmia
Company; 27Oct72; MP25228.

MP25229.
Group 7A elements: Chemical properties. A Kalmia film. 4 min.,
si., color, Super 8 mm. (Physical and chemical properties of the
elements) Appl. au.: John T. Fitch & Robert M. Fitch. © Kalmia
Company; 27Oct72; MP25229.

MP25230.
Group 7B elements: Manganese. A Kalmia film. 4 min., si., color,
Super 8 mm. (Physical and chemical properties of the elements)
Appl. au.: John T. Fitch & Robert M. Fitch. © Kalmia Company;
27Oct72; MP25230.

MP25231.
Group 7A elements: Physical properties. Pt. 2. A Kalmia film. 3
min., si., color, Super 8 mm. (Physical and chemical properties of the
elements) Appl. au.: John T. Fitch & Robert M. Fitch. © Kalmia
Company; 27Oct72; MP25231.

MP25232.
Chemical hazards. A Kalmia film. 4 min., si., color, Super 8 mm.
(Safety in the laboratory) Appl. au.: John T. Fitch & Robert M. Fitch.
© Kalmia Company; 27Oct72; MP25232.

MP25233.
Personal safety. A Kalmia film. 3 min., si., color, Super 8 mm.
(Safety in the laboratory) Appl. au.: John T. Fitch & Robert M. Fitch.
© Kalmia Company; 27Oct72; MP25233.

MP25234.
Fire in the laboratory. A Kalmia film. 4 min., si., color, Super 8
mm. (Safety in the laboratory) Appl. au.: John T. Fitch & Robert M.
Fitch. © Kalmia Company; 27Oct72; MP25234.

MP25235.
Source data controls. Edutronics Systems International, Inc. 10
min., sd., color, 16 mm. (EDP systems controls) © Edutronics
Systems International, Inc.; 16Jan74 (in notice: 1973); MP25235.

MP25236.
Validity checking controls. Edutronics Systems International, Inc.
11 min., sd., color, 16 mm. (EDP systems controls) © Edutronics
Systems International, Inc.; 16Jan74 (in notice: 1973); MP25236.

MP25257.
Master file controls. Edutronics Systems International, Inc. 6 min.,
sd., color, 16 mm. (EDP systems controls) © Edutronics Systems
International, Inc.; 16Jan74 (in notice: 1973); MP25237.

MP25258.
Processing controls. Edutronics Systems International, Inc. 18
min., sd., color, 16 mm. (EDP systems controls) © Edutronics
Systems International, Inc.; 21Jan74 (in notice: 1973); MP25238.

MP25239.
Organization controls in E D P systems. Edutronics Systems
International, Inc. 12 min., sd., color, 16 mm. (EDP systems controls)
© Edutronics Systems International, Inc.; 29Jan74 (in notice: 1973);
MP25239.

MP25240.
System 370 I/O device overview. Edutronics Systems
International, Inc. 9 min., sd., color, 16 mm. (370 I/O device
operations) © Edutronics Systems International, Inc.: 14Nov73;
MP25240.

MP25241.
The 3270 information display system. Edutronics Systems
International, Inc. 11 min., sd., color, 16 mm. (370 I/O device
operations) © Edutronics Systems International, Inc.; 14Nov73;
MP25241.

MP25242.
The 3420 magnetic tape unit. Edutronics Systems International,
Inc. 12 min., sd., color, 16 mm. (370 I/O device operations) ©
Edutronics Systems International, Inc.; 14Nov73; MP25242.

MP25243.
The 3410 magnetic tape unit. Edutronics Systems International,
Inc. 10 min., sd., color, 16 mm. (370 I/O device operations) ©
Edutronics Systems International, Inc.: 14Nov73: MP25243.

MP25244.
The 3505 card reader. Edutronics Systems International, Inc. 11
min. sd., color. 16 mm. (370 I/O device operations) © Edutronics
Systems International, Inc.; 14Nov73; MP25244.

MP25245.
The 3211 printer. Edutronics Systems International, Inc. 16 min.,
sd., color, 16 mm. (370 I/O device operations) © Edutronics Systems
International, Inc.; 14Nov73; MP25245.

MP25246.
The 3330 disk storage drive. Edutronics Systems International,
Inc. 7 min., sd., color, 16 mm. (370 I/O device operations) ©
Edutronics Systems International, Inc.; 14Nov73; MP25246.

MP25247.
The 3525 card punch. Edutronics Systems International, Inc. 10
min., sd., color, 16 mm. (370 I/O device operations) © Edutronics
Systems International, Inc.; 14Nov73; MP25247.

MP25248.
Garner Ted Armstrong. Program 561. Ambassador College. 29
min., sd., color, videotape (3/4 inch) © Ambassador College:
28Mar74 (in notice: 1973); MP25248.

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