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The Basics:
-
The AC numbers are what a character needs to roll
using a d20 to strike that AC.
-
Armor Classes begin at 10 (unarmored) and increase
according to the Armor Bonus that any armor worn provides.
-
If you have any bonuses to your AC (due to dexterity, magic armor, etc.), add
those to the AC listed below.
-
Donning Time:
How long does it take to put on armor or take it off? Each armor type
has a code that lets you know.
-
Attack Modifiers are the adjustments made to the d20 "To Hit" roll,
according to class and level. ("Pluses" from magic weapons, spells, etc., are
added to the d20 roll, as always.)
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Armor Types |
Cost |
AC Bonus |
Max Dex Bonus |
Spell Failure |
Donning Time |
Notes |
|
Shields |
|
|
|
|
|
|
|
Buckler |
10gp |
+1 |
- |
5% |
|
PARRY +1; +0 vs. missiles |
|
Shield, small |
10gp |
+1 |
- |
5% |
|
Defends against 1 attack |
|
Shield, medium |
15gp |
+1 |
- |
15% |
|
Defends against 2 attacks |
|
Shield, large |
20gp |
+2 |
- |
15% |
|
Defends against all attacks |
|
Shield, tower |
30gp |
+3 |
- |
50% |
|
AC +4 against missiles |
|
Helm, enclosed |
10 gp |
+3* |
- |
5% |
|
* Bonus to head AC only. -2 to hearing
checks. |
|
Helm, Great |
15 gp |
+5* |
- |
7% |
|
* Bonus to head AC only. -4 to hearing
checks. |
|
Armor |
|
|
|
|
|
|
|
Banded Mail |
90gp |
+7 |
+1 |
35% |
D2 |
|
|
Barkskin |
20 gp |
+2 |
+6 |
12% |
D1 |
Halfling. Oak or yew, typically. |
|
Beaded |
25 gp |
+2 |
+6 |
15% |
D1 |
Koparin. Cool; FOR Save vs. heat is only -2. |
|
Bracer |
1 gp |
-* |
- |
- |
- |
* If user is proficient (spends a
point), acts as buckler. |
|
Breastplate |
90gp |
+5 |
+3 |
25% |
D2 |
|
|
Brigandine |
30gp |
+4 |
+4 |
15% |
D1 |
|
|
Buckskin |
15 gp |
+3 |
+6 |
10% |
D1 |
|
|
Chain Mail |
75gp |
+6 |
+2 |
30% |
D2 |
|
|
Chain Mail Shirt |
50gp |
+4 |
+4 |
20% |
D1 |
Covers only torso. |
|
Chain Mail, Elven |
2,000 gp+ |
+5 |
+6 |
10% |
D1 |
Elves only. Light, silent mithril coat. |
|
Clay (breastplate) |
25 gp |
+3 |
+4 |
22% |
D1 |
Goblinoid. |
|
Cord, Woven |
10 gp |
+1 |
+7 |
5% |
D1 |
Oryllec. Woven fibers. Cool; only -1 to FOR Heat saves. |
|
Gauntlet, Locked |
8 gp |
- |
- |
- |
- |
Attaches weapon. -10 to be disarmed. |
|
Hide |
15gp |
+3 |
+4 |
20% |
D1 |
|
|
Hide, Sap |
450 gp |
+4 |
+6 |
10% |
D1 |
Gnomish. Thicker but more supple than leather. |
|
Leafweave, Elven |
1,350 gp+ |
+2 |
+6 |
10% |
D1 |
Lacquered leaves, extremely light & flexible. |
|
Leather |
5gp |
+2 |
+6 |
10% |
D1 |
|
|
Leather, Double |
20 gp |
+3 |
+4 |
20% |
D1 |
Soft interior, hardened exterior. |
|
Leather, Plated |
100 gp |
+4 |
+5 |
15% |
D1 |
Metal plates attached. |
|
Leather, Soft Half |
5 gp |
+1 |
+8 |
7% |
D1 |
Covers upper torso, very supple. |
|
Leather, Studded |
15gp |
+3 |
+5 |
15% |
D1 |
|
|
Leather, Workman's |
8 gp |
+2 |
+4 |
15% |
D1 |
Gnomish. Covered with pockets for tools. |
|
Padded |
4gp |
+1 |
+8 |
5% |
D1 |
Bulky cloth. Prone to rot. |
|
Plate Mail |
400gp |
+8 |
0 |
40% |
D3 |
|
|
Plate Mail, Dwarven |
2,500 gp+ |
+10 |
+2 |
45% |
D3 |
Extremely heavy. Made for dwarves only. |
|
Plate Mail, Field |
2,000gp+ |
+8 |
+1 |
40% |
D3 |
|
|
Plate Mail, Full |
4,000gp+ |
+9 |
+1 |
35% |
D3 |
|
|
Plate, Fiber |
500 gp |
+7 |
+1 |
40% |
D2 |
Cabryth Plains armor. Compressed plants. |
|
Plate, Wooden |
50 gp |
+4 |
+3 |
22% |
D2 |
Halfling. Fire hardened wooden plates with leather. |
|
Ring Mail |
30gp |
+4 |
+5 |
15% |
D1 |
|
|
Robe, Armored |
2 gp |
+1 |
+8 |
3% |
D1 |
Leather plates sewn to material. |
|
Scale Mail |
45gp |
+5 |
+3 |
25% |
D2 |
|
|
Splint |
80gp |
+7 |
0 |
40% |
D2 |
|
|
Web |
10 gp |
+2 |
+8 |
7% |
D1 |
Goblinoid. Made from harvested giant spider silk. |
|
Woodweave Coat |
1,500 gp |
+4 |
+3 |
25% |
D1 |
Elven. Treated wood, hard as iron. |
|
Spell failure percentages apply only to arcane spells
- the type of spell used by mages, rangers, and bards.
Donning Time Codes:
How long does it take to get armor on or
off?
| |
On |
Hasty† |
Off |
| D1 |
1 rd |
1/2 rd |
1 rd |
| D2 |
4 rds* |
1 rd |
1 rd |
| D3 |
4 rds* |
2 rds |
2-5 rds* |
* If the wearer has help, the time to don or doff armor is halved.
(Two people cannot help each other at the same time, though.)
†
Hastily donned armor counts as one less point of armor
bonus, and increases spell failure by 5%.
:
Armor is hot stuff. Seriously. In temperatures above 90 degrees, PCs
make an hourly Fortitude save to avoid 1d4 subdual damage from heat
exhaustion. (Difficulty 15, +1 for every previous check.)
Armor of any sort adds -4 to this roll.
Heavy exertion (such as combat) during that hour incurs an additional -2
penalty.
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Level
|
ATTACK MODIFIERS
|
| |
Fighter* |
Thief** |
Mage |
Cleric† |
|
1 |
0 |
-1 |
-1 |
0 |
|
2 |
+1 |
-1 |
-1 |
0 |
|
3 |
+2 |
0 |
-1 |
+1 |
|
4 |
+3 |
0 |
-1 |
+2 |
|
5 |
+4 |
+1 |
0 |
+2 |
|
6 |
+5 |
+1 |
+1 |
+3 |
|
7 |
+6 |
+2 |
+1 |
+4 |
|
8 |
+7 |
+3 |
+1 |
+4 |
|
9 |
+8 |
+4 |
+1 |
+5 |
|
10 |
+9 |
+4 |
+2 |
+6 |
|
11 |
+10 |
+4 |
+3 |
+6 |
|
12 |
+11 |
+5 |
+3 |
+7 |
|
13 |
+12 |
+6 |
+3 |
+8 |
|
14 |
+13 |
+6 |
+4 |
+8 |
|
15 |
+14 |
+6 |
+5 |
+9 |
|
16 |
+15 |
+7 |
+6 |
+10 |
|
17 |
+16 |
+8 |
+6 |
+10 |
|
18 |
+16 |
+8 |
+6 |
+10 |
|
19 |
+16 |
+8 |
+6 |
+11 |
|
20 |
+16 |
+9 |
+7 |
+11 |
|
21 |
+16 |
+10 |
+8 |
+11 |
* Monks use the fighters' table
** Bards use the thieves' table
† Druids use
the clerics' table
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