D20r:Armor

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* ''Tower'': Tower shields are as tall as their users, and exceptionally wide. By forgoing attacking this turn, the attacker can hide behind the shield, gaining total cover (except against targeted spells). You cannot do ''anything'' else with the shield arm, take a -2 penalty to attacks with the non-shield arm due to encumberance.
* ''Tower'': Tower shields are as tall as their users, and exceptionally wide. By forgoing attacking this turn, the attacker can hide behind the shield, gaining total cover (except against targeted spells). You cannot do ''anything'' else with the shield arm, take a -2 penalty to attacks with the non-shield arm due to encumberance.
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== Other Armor/Shield Rules ==
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== Basic Armor/Shield modifications ==
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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.
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Armor can be spiked for 50 GP, adding ten pounds to the weight. The spikes are a martial weapon that deals damage upon a successful grapple or Bull Rush. Attempts to do this are at a -4 penalty. They can also be used directly with an unarmed attack, qualifying as a light weapon in such a case. Enhancement on armor does ''not'' enhance the spike's damage, but they can be enchanted separately.
Armor can be spiked for 50 GP, adding ten pounds to the weight. The spikes are a martial weapon that deals damage upon a successful grapple or Bull Rush. Attempts to do this are at a -4 penalty. They can also be used directly with an unarmed attack, qualifying as a light weapon in such a case. Enhancement on armor does ''not'' enhance the spike's damage, but they can be enchanted separately.
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Shields besides bucklers or tower shields can be spiked for 10 GP. Doing so adds 5 pounds to the weight, but adds one size to the damage of a shield bash, further making it qualify as piercing as well as bludgeoning. The spikes are not enhanced by any enhancements on the shield, but can be enhanced as weapons separately. Tower Shields can be spiked for 20 GP, adding 15 pounds to the weight, but (since you cannot bash with a tower shield) are only good on a charge, bull rush, or someone charging or bull rushing into you.
Shields besides bucklers or tower shields can be spiked for 10 GP. Doing so adds 5 pounds to the weight, but adds one size to the damage of a shield bash, further making it qualify as piercing as well as bludgeoning. The spikes are not enhanced by any enhancements on the shield, but can be enhanced as weapons separately. Tower Shields can be spiked for 20 GP, adding 15 pounds to the weight, but (since you cannot bash with a tower shield) are only good on a charge, bull rush, or someone charging or bull rushing into you.
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Armor and shields can be masterworked, reducing its armor check penalty by 1, for 150 GP over the usual cost of the component.
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== Other Armor/Shield Rules ==
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Armor takes time to put on. While a shield is a move action to pick up and strap into place, light armors take a full minute to put on, medium armors (and banded or splint) take four minutes to put on, and plate armors take four minutes ''with help''. With help, medium armors (and banded or splint) can be put on in half the time. All armor except plate takes a minute to remove (half with help); plate takes 1d4+1 minutes to remove (half with help).
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Armor (except plate) can be put on rapidly; 5 rounds for light, one minute for medium (plus banded and splint). Doing so, however, adds a -1 penalty to both the AC bonus and armor Check penalty. This same penalty applies to putting on plate armor with no help.
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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 21:50, 26 August 2010

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