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armor

Armor

For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields. To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.

Armor Properties

Here is the format for armor entries (given as column headings on the following table).

<php>echo “<b>Cost:</b>”;</php> The cost in gold pieces of the armor for Small or Medium humanoid creatures. See the Armor for Unusual Creatures table for armor prices for other creatures.

<php>echo “<b>Armor/Shield Bonus:</b>”;</php> Each type of armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.

<php>echo “<b>Maximum Dex Bonus:</b>”;</php> This number is the maximum Dexterity bonus to AC that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer’s AC. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities. Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing his Dexterity bonus to AC. A character’s encumbrance (the amount of gear carried, including armor) may also restrict the maximum Dexterity bonus that can be applied to his Armor Class.
<php>echo “<i>Shields:</i>”;</php> Shields do not affect a character’s maximum Dexterity bonus, except for tower shields.

<php>echo “<b>Armor Check Penalty:</b>”;</php> Any armor heavier than leather, as well as any shield, hurts a character’s ability to use Dexterity and Strength-based skills. An armor check penalty applies to all Dexterity- and Strength-based skill checks. A character’s encumbrance may also incur an armor check penalty.
<php>echo “<i>Shields:</i>”;</php> If a character is wearing armor and using a shield, both armor check penalties apply.
<php>echo “<i>Nonproficient with Armor Worn:</i>”;</php> A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.
<php>echo “<i>Sleeping in Armor:</i>”;</php> A character who sleeps in medium or heavy armor is automatically fatigued the next day, taking a –2 penalty on Strength and Dexterity and unable to charge or run. Sleeping in light armor does not cause fatigue.

<php>echo “<b>Arcane Spell Failure:</b>”;</php> Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.
<php>echo “<i>Casting an Arcane Spell in Armor:</i>”;</php> A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on the following table is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.
<php>echo “<i>Shields:</i>”;</php> If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.

<php>echo “<b>Speed Penalty:</b>”;</php> Medium or heavy armor slows the wearer down. The number on the following table shows the penalty to the character’s speed while wearing the armor. Remember, however, that a dwarf ’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.
<php>echo “<i>Shields:</i>”;</php> Shields do not affect a character’s speed.

<php>echo “<b>Weight:</b>”;</php> This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

Special Properties

Certain armor and shields can have special features attached to them. These properties are described below.

  • <php>echo “<i>Bash:</i>”;</php> Shields with the bash property can be used as off-hand weapons. See the weapons chart in the previous section for the specifics of each shield.
  • <php>echo “<i>Cover:</i>”;</php> Shields with the cover property can be used to grant a character total cover from one direction. As a standard action, a character can use a shield with the cover property to grant him total cover until the beginning of your next turn. When using a shield in this way, the character must choose one edge of his space. That edge is treated as a solid wall for attacks targeting that character only. The character gains total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield he is holding.
  • <php>echo “<i>Free Hand:</i>”;</php> Shields with the free hand property allow a character to use his shield-bearing hand to perform other tasks, and even hold weapons. A character can use a bow or crossbow without penalty while carrying a shield with the free hand property. He can also use his shield arm to wield a weapon (whether he is using an off-hand weapon or using his off hand to help wield a two-handed weapon), but suffers a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with two weapons. In any case, if a character uses a weapon in his off-hand, he loses the shield’s AC bonus until his next turn. A character can cast a spell with somatic components using his shield arm, but loses the buckler’s AC bonus until his next turn.
  • <php>echo “<i>Lock:</i>”;</php> Gauntlets with the lock property can be used to hold weapons more securely. While wearing such a gauntlet, the wearer gains a +10 bonus to his CMD against disarm attempts. While a gauntlet is locked in this manner, the character cannot use that hand to perform skills or cast spells with somatic components (the other hand can still be used, provided it is free).

Armor and Shields

Armor Cost Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Speed Penalty Weight Properties
<HTML><I><FONT COLOR=“#FFC671”>Light Armor</FONT></I></HTML>
Cloth1 gp+0-0--4 lbs.-
Padded5 gp+1+805%-10 lbs.-
Leather10 gp+2+7010%-15 lbs.-
Studded Leather25 gp+3+6-115%-20 lbs.-
Brigandine50 gp+4+4-220%-25 lbs.-
Chain Shirt100 gp+4+5-220%-25 lbs.-
<HTML><I><FONT COLOR=“#FFC671”>Medium Armor</FONT></I></HTML>
Hide20 gp+4+4-325%-5 ft.25 lbs.-
Lamellar40 gp+4+5-430%-5 ft.30 lbs.-
Ring Mail75 gp+5+3-430%-5 ft.35 lbs.-
Scale Mail100 gp+5+4-425%-5 ft.30 lbs.-
Chainmail200 gp+6+3-530%-5 ft.40 lbs.-
Breastplate250 gp+6+3-425%-5 ft.30 lbs.-
<HTML><I><FONT COLOR=“#FFC671”>Heavy Armor</FONT></I></HTML>
Splint Mail200 gp+7+0-740%-10 ft.45 lbs.-
Banded Mail350 gp+7+1-635%-10 ft.35 lbs.-
Half-Plate600 gp+8+0-740%-10 ft.50 lbs.-
Full Plate1500 gp+9+1-635%-10 ft.50 lbs.-
Heavy Plate2,000 gp+10+0-845%-10 ft.80 lbs.-
<HTML><I><FONT COLOR=“#FFC671”>Shields</FONT></I></HTML>
Buckler15 gp+1--15%-4 lbs.Free Hand
Shield, Light Iron9 gp+1--15%-6 lbs.Bash
Shield, Light Wooden3 gp+1--15%-5 lbs.Bash
Shield, Heavy Iron20 gp+2--215%-15 lbs.Bash
Shield, Heavy Wooden7 gp+2--215%-10 lbs.Bash
Shield, Tower30 gp+4+2-1050%-45 lbs.Cover
<HTML><I><FONT COLOR=“#FFC671”>Extras</FONT></I></HTML>
Armor Spikes+50 gp-----+10 lbs.-
Gauntlet, Locked8 gp---n/a-+5 lbs.Lock
Shield Spikes+10 gp-----+5 lbs.-

Armor Qualities

Armor and shields can possess special qualities that enhance or alter their protective properties. Unless specified otherwise, a suit of armor or shield can only have one quality. The available armor qualities and their associated information are listed below.

Agile: Armor and shields with the agile quality allow for improved mobility, and have their armor check penalties reduced by 1 (to a minimum of 0).

Agile armor and shields cost an additional 150 gold on top of their normal price.

Hardened: Armor with the hardened quality has its armor bonus increased by 1, its armor check penalty increased by 1, and its arcane spell failure chance increased by 5%. Only armor made out of leather can have the hardened quality (leather, studded leather, brigandine, hide, and lamellar).

Hardened armor costs an additional 300 gold on top of its normal price.

Masterwork: Armor or shields with the masterwork quality have their magic capacity for enhancement bonus and special properties both increased by +1.

Masterwork armor and shields cost an additional 150 gold on top of their normal price.

Muffled: Armor with the muffled quality is padded to make less noise, thereby reducing its armor check penalty on Stealth checks by 2 (to a minimum of 0). Only armor and not shields can have the muffled quality.

Muffled armor costs an additional 75 gold on top of its normal price.

armor.txt · Last modified: 2017/03/10 10:59 by kyeenadmin