D20r:Armor

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m (Created page with '''Page in Progress'': More properties will be added to armor over time. {|border=1px !Armor !! Proficiency !! Cost !! Weight !! AC Bonus !! Maximum DEX+Dodge Mod !! Armor Ch…')
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''Page in Progress'': More properties will be added to armor over time.
''Page in Progress'': More properties will be added to armor over time.
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== Armor ==
{|border=1px
{|border=1px
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!Armor !! Proficiency !! Cost  !! Weight  !! AC Bonus  !! Maximum DEX+Dodge Mod !! Armor Check Penalty  !! Arcane Spell Failure Chance !! Speed Modifier !! Properties
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!Armor !! Proficiency !! Cost  !! Weight  !! AC Bonus  !! Maximum DEX Mod !! Armor Check Penalty  !! Arcane Spell Failure Chance !! Speed Modifier !! Properties
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|Padded Cloth || Light || 5gp  || 10 lbs.  || +1  || +8 || 0  || 5% || Unmodified || Cloth  
|Padded Cloth || Light || 5gp  || 10 lbs.  || +1  || +8 || 0  || 5% || Unmodified || Cloth  
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|Leather || Light || 10gp  || 15 lbs.  || +2  || +7 || 0  || 10% || Unmodified || Leather
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|Studded Leather || Light || 25gp  || 20 lbs.  || +3  || +6 || -1  || 15% || Unmodified || Leather
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|Chain Shirt || Light || 100gp  || 25 lbs.  || +4  || +5 || -2  || 20% || Unmodified || Metal, Mail
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|Hide || Medium || 15gp  || 25 lbs.  || +3  || +4 || -3  || 20% || Slowed || Leather
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|Scale Mail || Medium || 50gp  || 30 lbs.  || +4  || +3 || -4  || 25% || Slowed || Leather, Mail
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|Chainmail || Medium || 150gp  || 40 lbs.  || +5  || +2 || -5  || 30% || Slowed || Metal, Mail
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|Breastplate || Medium || 200p  || 30 lbs.  || +5  || +3 || -4  || 25% || Slowed || Metal
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|Splint Mail || Heavy || 200gp  || 45 lbs.  || +6  || +0 || -7  || 40% || Run-Limited || Leather, Metal, Mail
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|Banded Mail || Heavy || 250gp  || 35 lbs.  || +6  || +1 || -6  || 35% || Run-Limited || Leather, Metal, Mail
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|Half Plate || Heavy || 600gp  || 50 lbs.  || +7  || +0 || -7  || 40% || Run-Limited || Metal
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|Full Plate || Medium || 1500gp  || 50 lbs.  || +8  || +1 || -6  || 35% || Run-Limited || Leather, Metal, Mail
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|}
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== Armor Descriptions ==
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== Armor/Shield Descriptions ==
'''Proficiency''': This column lists the group proficiency of the armor.
'''Proficiency''': This column lists the group proficiency of the armor.
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'''AC Bonus''': Most armors grant an Armor bonus to AC, while Shields grant a Shield bonus. Armor bonuses don't stack with other armor bonuses.
'''AC Bonus''': Most armors grant an Armor bonus to AC, while Shields grant a Shield bonus. Armor bonuses don't stack with other armor bonuses.
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'''Maximum DEX+Dodge Mod''':  This number is the maximum total of Dexterity bonus to AC and any Dodge bonuses that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities. Note that this ''never'' counts as losing a Dexterity bonus to AC.
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'''Maximum DEX Mod''':  This number is the maximum total of Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities. Note that this ''never'' counts as losing a Dexterity bonus to AC, even if the max bonus is +0.
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Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC.
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'''Armor Check Penalty''': Armor heavier than Leather reduces ability to move. Armor Check penalties apply to Acrobatics, Athletics, Legerdemain, and Stealth checks - and apply ''double'' to any checks related to swimming. If wearing armor and a shield, ''both'' modifiers apply. If the character is not proficient with that armor, they take the Armor Check penalty as a modifier to attack and damage rolls.
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'''Armor Check Penalty''': Armor heavier than Leather reduces ability to move. Armor Check penalties apply to Acrobatics, Athletics, Legardemain, and Stealth checks - and apply ''double'' to any checks related to swimming. If wearing armor and a shield, ''both'' modifiers apply. If the character is not proficient with that armor, they take the Armor Check penalty as a modifier to attack and damage rolls.
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'''Arcane Spell Failure Rate''': Armor interferes with the gestures that a spellcaster must make to cast spells with somatic components (unless they have a training to resist this effect; the Bard, for example, can ignore spell failure chances for light armor). The caster must roll a percentage die; if they roll at or below the Arcane Failure rate, the spell fails and is ruined (as if it had been used). Spells that don't have a somatic component are immune to this.
'''Arcane Spell Failure Rate''': Armor interferes with the gestures that a spellcaster must make to cast spells with somatic components (unless they have a training to resist this effect; the Bard, for example, can ignore spell failure chances for light armor). The caster must roll a percentage die; if they roll at or below the Arcane Failure rate, the spell fails and is ruined (as if it had been used). Spells that don't have a somatic component are immune to this.
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'''Properties''': Most armors have one or more inherent properties. As follows:
'''Properties''': Most armors have one or more inherent properties. As follows:
* Cloth: The armor is made out of a natural or synthetic fiber - often a cotton or wool, or more rarely an animal's hair or even a synthetic fiber. This armor is considered "natural" (except when made from synthetic fibers).
* Cloth: The armor is made out of a natural or synthetic fiber - often a cotton or wool, or more rarely an animal's hair or even a synthetic fiber. This armor is considered "natural" (except when made from synthetic fibers).
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* Leather: The armor is made out of animal skins that are hardened using oils and washing techniques. This armor is considered "natural" (except when made from the skins of Outsiders, or artificial leather-like materials).
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* Metal: This armor is made out of metal. Some classes may not be allowed to wear metal armor, and it is ''never'' considered "natural".
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* Mail: This armor is made out of a series of pieces hooked together. It is marginally more flexible than plate armors.
== Other Armor/Shield Rules ==
== Other Armor/Shield Rules ==
Sleeping in armor hurts. When sleeping in light armor, sleep is uncomfortable and light, adding +2 to DC to save against fatigue or exhaustion. When sleeping in medium armor, the character becomes fatigued after four hours of awakeness, and exhausted after eight. When sleeping in heavy armor, the character is fatigued ''as soon as they wake up'', and exhausted after four.
Sleeping in armor hurts. When sleeping in light armor, sleep is uncomfortable and light, adding +2 to DC to save against fatigue or exhaustion. When sleeping in medium armor, the character becomes fatigued after four hours of awakeness, and exhausted after eight. When sleeping in heavy armor, the character is fatigued ''as soon as they wake up'', and exhausted after four.
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Shields do not make good pillows. Anyone sleeping on one will have neck cramps (no rules effect) come morning.

Revision as of 21:21, 26 August 2010

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