D20r:Armor

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(Armor/Shield Descriptions)
 
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|Banded Mail || Heavy || 250gp  || 35 lbs.  || +6  || +1 || -6  || 35% || Run-Limited || Leather, Metal, Mail
|Banded Mail || Heavy || 250gp  || 35 lbs.  || +6  || +1 || -6  || 35% || Run-Limited || Leather, Metal, Mail
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|-
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|Wood Plate || Heavy || 500gp  || 55 lbs.  || +7  || +0 || -7  || 40% || Run-Limited || Wood
|-
|-
|Half Plate || Heavy || 600gp  || 50 lbs.  || +7  || +0 || -7  || 40% || Run-Limited || Metal
|Half Plate || Heavy || 600gp  || 50 lbs.  || +7  || +0 || -7  || 40% || Run-Limited || Metal
|-
|-
-
|Full Plate || Medium || 1500gp  || 50 lbs.  || +8  || +1 || -6  || 35% || Run-Limited || Leather, Metal, Mail
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|Full Plate || Heavy || 1500gp  || 50 lbs.  || +8  || +1 || -6  || 35% || Run-Limited || Metal
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|}
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== Shields ==
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{|border=1px
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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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|-
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|Buckler || Shield || 15gp  || 5 lbs.  || +1  || N/A || -1  || 5% || Unmodified || Metal, Forearm
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|-
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|Vambrace || Shield || 30gp  || 8 lbs.  || +2  || N/A || -1  || 5% || Unmodified || Metal, Forearm
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|-
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|Light Wooden Shield || Shield || 3gp  || 5 lbs.  || +1  || N/A || -1  || 5% || Unmodified || Wood
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|-
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|Light Steel Shield || Shield || 9gp  || 6 lbs.  || +1  || N/A || -1  || 5% || Unmodified || Metal
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|-
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|Heavy Wooden Shield || Shield || 7gp  || 10 lbs.  || +2  || N/A || -2  || 15% || Unmodified || Wood
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|-
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|Heavy Steel Shield || Shield || 20gp  || 15 lbs.  || +2  || N/A || -2  || 15% || Unmodified || Metal
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|-
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|Wooden Tower Shield || Shield || 30gp  || 45 lbs.  || +4  || +2 || -10  || 50% || Unmodified || Wood, Tower
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|-
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|Steel Tower Shield || Shield || 70gp  || 60 lbs.  || +5  || +1 || -10  || 50% || Unmodified || Metal, Tower
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|}
|}
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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:
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* 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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* ''Cloth'': The armor or shield 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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* ''Forearm'': The shield is forearm-mounted instead of hand-mounted; this allows you to freely use the hand it is attached to. However, attacks made with that hand are made at a -1 penalty due to the added wight on the arm (negated if using a two-handed weapon). Forearm armors cannot be worn alongside gauntlets.
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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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* ''Leather'': The armor or shield 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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* Mail: This armor is made out of a series of pieces hooked together. It is marginally more flexible than plate armors.
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* ''Metal'': The armor or shield 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'': The armor is made out of a series of pieces hooked together. It is marginally more flexible than plate armors.
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* ''Wood'': The armor or sheild is made out of wood (usually using cloth supports). While this always a natural material, wood is so painful to work with that most craftsmen will refuse to make armor out of it, and the armor will have to be replaced every few months, as wood cannot be repaired easily. This can get expensive, and fast (thus the few craftsmen that ''will'' work with it)...
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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.
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== Basic Armor/Shield modifications ==
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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.
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Locking gauntlets can be added to armor for 8 GP each. A Locking Gauntlet locks its grip firmly into place, making it ridiculously difficult to remove the weapon or shield within it. Attempts to disarm are made at a -10 penalty. Removing a weapon from, and placing a weapon in, a locked gauntlet is a full-round action that provokes attacks of opportunity. If the armor you are using does NOT have gauntlets, add 5 pounds to the armor's weight. Locking gauntlets add 100% to the armor's Arcane Spell Failure chance.
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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.
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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.
== Other Armor/Shield Rules ==
== 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.
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.
Shields do not make good pillows. Anyone sleeping on one will have neck cramps (no rules effect) come morning.
Shields do not make good pillows. Anyone sleeping on one will have neck cramps (no rules effect) come morning.

Current revision as of 05:29, 27 August 2010

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