Armor and Shields
Armor is simplified in this system to allow for maximal description of said armor on the character. This way, the armor can be as described by the player without having to find any specific armor statistics.
| Armor Type | Armor Bonus | Max Dex | Weight | Movement modifier | Check Penalty | Masterwork Damage Reduction | Cost (gp) |
|---|---|---|---|---|---|---|---|
| Light | |||||||
| Gambeson | +2 | +6 | 10 lbs | - | - | 2/- | 3 |
| Chain | +3 | +5 | 25 lbs | - | -1 | 2/- | 10 |
| Plate | +4 | +4 | 35 lbs | - | -2 | 2/- | 30 |
| Medium | |||||||
| Hide (Bone) | +4 | +4 | 40 lbs | - | -3 | 3/- | 40 |
| Chain | +5 | +3 | 45 lbs | -5 ft | -4 | 3/- | 50 |
| Plate | +5 | +3 | 50 lbs | -5 ft | -3 | 3/- | 100 |
| Heavy | |||||||
| Chain | +7 | +1 | 60 lbs | -10 ft | -5 | 4/- | 150 |
| Plate | +8 | +0 | 65 lbs | -10 ft | -6 | 4/- | 220 |
| Shields | |||||||
| Buckler | +1 | n/a | 1 lb | - | -1 | n/a | 1 |
| Full Shield | +2 | n/a | 5 lbs | - | -2 | n/a | 3 |
| Tower Shield* | +4 | +2 | 10 lbs | -5 ft | -4 | n/a | 15 |
* Also provides cover; see text.
Armor Type
Armor comes in variations of light, medium, and heavy. The type chosen for your character should be based on their Strength first, as heavier armor weighs a lot more, and then on their maximum Dexterity modifier. It is best to run with armor that caters to the maximum allowable Dexterity modifier to AC.
Armor Bonus
This is the base armor bonus for the armor and is added to the AC of the character.
Maximum Dexterity
This is the limit to how much of your character's Dexterity modifier can be applied to armor class. A character with a +4 to Dexterity wearing full plate would not be able to apply any of that bonus to AC, but it would apply to other things such as attacks, skills, and saves.
Weight
Weight here includes the approximate weight for these classes of armor. The weight of the undergarment, which is a gambeson, is included.
Movement Modifier
This is the penalty taken to movement speed. So if the armor has -5 and your character has movement of 30, your character's movement would be 25 with that armor on.
Check Penalty
Check penalties are the negatives taken to skills that require movement, like Acrobatics and Swim. While wearing the armor, or having a shield in your inventory, these penalties apply. Please note that having a shield in some sort of pocket dimension, like a magical bag will remove the penalty.
Masterwork Damage Reduction
This is damage reduction that is gained when the armor is Masterwork. This bonus stacks with any character-growth-based damage reduction or armor-enhancement-based reduction, such as from feats, applicable abilities, or definitions. This damage reduction will not stack with any spell-derived damage reduction.
Masterwork
Masterwork armor is a higher-quality build of whatever the root armor is. On top of gaining the masterwork damage reduction listed in the chart, the armor's weight is also reduced by 5 lbs, the check penalty is reduced by 1, and the movement modifier is reduced by 5. A masterwork armor costs 30 gp more than the base cost. Masterwork increases the base hardness by 2 and HP by 10.
Masterwork shields are made from higher quality materials and are often crafted better. Masterwork shields have their check penalties reduced by 1 and cost 30 gp more than the base price. Masterwork increases the base hardness by 2 and HP by 10.
Spell Failure
Armor does not cause spell failure by weight. A character wearing armor they are not trained in has a 50% spell failure chance. This applies regardless of armor weight.
Shields
Shields are held pieces of mostly wood, sometimes metal in the case of bucklers, that are either center-gripped or strapped to the user's arms. Bucklers can be used with any kind of weapon. Full Shields and Tower Shields can only be used with melee weapons. A focus can be used with any kind of shield.
If a character is not trained with a shield, its check penalty also applies to all attacks along with any other penalties.
Shield Bashing
Shield bashing is an attack action that can be performed in place of any of your character's attacks. The attack roll is 1d20 + Base Attack of that attack action + Strength or Dexterity (whichever is higher) + any other modifiers. Bucklers do 1d4 damage, Full Shields deal 1d6 damage, and Tower Shields deal 1d10 damage.
Descriptions
Gambeson: A thick coat of layered linen and wool. Sometimes simple, sometimes rather stylish. It provides far more protection than one would expect and is the base component of all the other armor. This armor has a Shatter Resistance of 5 and 10 hit points.
Light Chain: This is a gambeson with a simple chain, ring, or scale shirt over the torso with a belt to help distribute its weight. It provides superior protection. This armor has a Shatter Resistance of 10 and 15 hit points.
Light Plate: This is a gambeson with light plating in important areas. While not providing the best protection, it is light and mobile. This armor has a Shatter Resistance of 15 and 20 hit points.
Medium Hide/Bone: This is a fuller set of armor with padded pants and thick tough hide, typically leather boiled in fat and oil, or bone. It provides decent protection. This is popular among druids. This armor has Shatter Resistance of 5 and 25 hit points.
Medium Chain: A fuller set of armor with padded pants and a full set of chain, scales, or metal banding that covers the majority of the body. It provides decent protection. This armor has a Shatter Resistance of 10 and 30 hit points.
Medium Plate: Sometimes called half or partial plate, this armor includes heavier plating in all vital areas and chain where it doesn't have plating. It provides good protection at the cost of mobility. This armor has a Shatter Resistance of 15 and 40 hit points.
Heavy Chain: A full-on suit with chain and metal banding or scales in important spots, this provides heavy protection while still allowing for some extra movement. This armor has a Shatter Resistance of 10 and 45 hit points.
Heavy Plate: This armor is fitted to your character with a series of articulated plates that allow for the fullest range of motion such a suit could offer. While the protection is as good as it gets, articulation can only help with mobility so much. This armor has a Shatter Resistance of 15 and 50 hit points.
Buckler: A small shield not much bigger than a center boss for a larger shield, this is meant to be carried easily to offer protection to sword fighters where larger shields would not be allowed. This shield itself has a Shatter Resistance of 10 and 25 hit points. Bucklers can be used with any kind of weapon, including bows and crossbows.
Full Shield: A full shield, center grip or arm grip, provides much more protection to the user and more utility in shield bashes than a buckler does; see combat. This offers a +1 circumstance bonus to Reflex saves against area spells, so long as it isn't centered on your character. This shield has a Shatter Resistance of 10 and 35 hit points. Full Shields can be used with melee weapons, including two-handed melee weapons, but not ranged weapons.
Tower Shield: A large shield that is cumbersome and unwieldy when not in use. These offer the best protection, especially while in formation with other soldiers. The wielder has complete cover against any area effects that are not directly targeting them. This also grants a 50% miss chance from any incoming ranged attacks. Ranged attacks and area effects blocked by the shield will deal damage to the shield instead. This shield has a Shatter Resistance of 15 and 75 hit points. Tower Shields can be used with melee weapons, including two-handed melee weapons, but not ranged weapons.