Rule: Armor, Shields, and Gear

Unarmored


 
Name Cost Item Power Level Armor Class (AC, +Armor HP, other benefits) Disadvantage on Stealth + other flaws Minimum Strength to wield Weight
Unarmored
0gp
0
10 + DEX
none
none
0 bulk

 

Light Armor

Name Cost Item Power Level Armor Class (AC, +Armor HP, other benefits) Disadvantage on Stealth + other flaws Minimum Strength to wield Weight
Armored Coat
100 gp
0
10 + DEX or CON + Half-Proficiency (+5 aHP), can count as unarmored
none
none
1 bulk
Leather Armor
10 gp
0
11 + DEX or CON + Half-Proficiency
2 bulk
Padded Leather Armor
15 gp
2
11 + DEX or CON + Half-Proficiency (+5 aHP)
Yes
3 bulk
45 gp
4
12 + DEX or CON + Half-Proficiency
3 bulk
Chain Hauberk (Chain Shirt)
150 gp
6
13 + DEX or CON + Half-Proficiency (+5 aHP)
Yes
4 bulk
???
500 gp
8
14 + DEX or CON + Half-Proficiency(+10 aHP)
Yes
5 bulk

 

Medium Armor

Name Cost Item Power Level Armor Class (AC, +Armor HP, other benefits) Disadvantage on Stealth + other flaws Minimum Strength to wield Weight
Hide Armor
10 gp
0
12 + DEX (Max 4 + Half-Proficiency)
2 bulk
Disc Armor
50 gp
2
13 + DEX (Max 4 + Half-Proficiency)
4 bulk
Scale Mail
50 gp
2
14 + DEX
5 bulk
Chain Mail
150 gp
4
14 + DEX (Max 4 + Half-Proficiency) (+5 aHP)
Yes
2 STR
6 bulk
Breastplate
400 gp
6
14 + DEX (Max 4 + Half-Proficiency)
4 bulk
Half-Plate
750 gp
8
16 + DEX (Max 4 + Half-Proficiency) (+5 aHP)
Yes
8 bulk

 

Heavy Armor

Name Cost Item Power Level Armor Class (AC, +Armor HP, other benefits) Disadvantage on Stealth + other flaws Minimum Strength to wield Weight
Segment Armor
30 gp
0
set to 16 (+5 aHP)
Yes
2 STR
6 bulk
Ring Mail
75 gp
2
set to 16 + Half-Proficiency (+5 aHP)
Yes
2 STR
8 bulk
Splint Mail
200 gp
4
set to 17 + Half-Proficiency (+5 aHP)
3 STR
7 bulk
Brigadine/Banded Mail
400 gp
4
set to 17 + Half-Proficiency (+10 aHP)
Yes
4 STR
6 bulk
???
??? gp
6
set to 18 + Half-Proficiency (+10 aHP)
Yes
4 STR
6 bulk
Heavy Half-Plate
800 gp
8
set to 20 + Half-Proficiency (+10 aHP)
Yes
5 STR
10 bulk
Full Plate
1,500 gp
10
set to 22 + Half-Proficiency (+15 aHP)
Yes
6 STR
10 bulk

 

Gear

'Gear' is the colloquial term for other items that can be worn or equipped items that a creature can don or doff that does not include Weapons or Armor. This includes items such as Wheelchairs and prosthetics, Battle Standards or Specialized equipment for sight or looks (such as Capes), and everything in between.
  There is no limit to how much Gear a character can wear, and to wear. Even a hat can be worn, and stacked, several times over.
 
Name Cost Item Power Level Benefits Flaws Requirements Weight
Battle Standard
0
Prosthetic, Arm
0
Prosthetic, Leg
0
Sedan Saddle
0
Wheelchair, Manual
0

 

Shields

Name Cost Item Power Level Armor Class (AC, +Armor HP, other benefits) Disadvantage on Stealth + other flaws Minimum Strength to wield Weight
Buckler
5 gp
0
+1, Special
1 bulk
Shield, Light
10 gp
0
+2 (+5 aHP)
1 bulk
Shield, Heavy
20 gp
0
+2 (+10 aHP)
Yes
3 STR
3 bulk
Shield, Tower
40 gp
0
+4 (+15 aHP)

As a medium or larger creature: Using an action raises the shield, creating a half cover (+5 AC) in the direction they specify until the start of their next turn. Can be bypassed based on line of sight. Occurs automatically based on action or ability.

Yes, -5 movement speed while held, -10 when raised.
3 STR
8 bulk

 

How Armor and Shields Work

Armor is the primary way of adding Armor Class (AC) and Armor HP (AHP) to a character, though wearing armor and the benefit of such depends on the preature's attributes.
  Typically, you can only wear one kind of armor and have one shield. It takes 1 minute (about 30 actions) to put on or take off any Armor, while it only takes 1 action to don or doff a shield, as per the Interact Action. This can be quickened or slowed with certain effects.
  The Shield is held in one hand, like a weapon. The only shield that does not follow this trend is the Buckler.
 

Armor and Shield Properties


  All Armors and shields have similar properties, both on this page and on their personal pages.

Basic Properties


 

Name

The Armor's or Shield's Name. Some items have Legacy names listed as well, for the sake of ease.
 

Cost

Cost of the Armor or Shield. Goes Ideal for understanding the item's worth or what it will take to speed up it's Crafting speed.
 

Armor Class

How the armor benefits Armor, and/or it's user.
  Most armor uses a base AC number, and applies modifiers differently. Light Armor scales off Dex or Con, while giving the lowest AC bonus, Medium Armor scales purely off Dex, but has a higher base than Light Armor. Heavy Armor sets AC to a certain value, but has a minimum Strength requirement in order to wield.
  Heavier Armor grants more Armor HP, and follows Hit Point Rules. Other benefits will be listed here as well, if there are any.
 

Disadvantage on Stealth and other flaws

Some Armors specifically are not tailor made for the Stealth skill, due to the amount of clashing parts in motion or the item's weight. If the armor or sheild has other disadvantages while being worn, they will be listed here.
 

Minimum Strength to Wield

Exactly what it says, honestly. This can be bypassed with temporary boosts to Str, as long as the creature is proficient in the armor.
 

Weight

An item's base (and modified) weight, for the sake of Carrying Capacity and Bulk.
 

Specific Properties

Things that are listed on specific piece of equipments' page, and aren't listed here.
 

Armor/Shield Keywords

Armor Type

The kind of Armor it is, as previously mentioned. Light, Medium, and Heavy are the only types of armor, though others can exist depending on the setting or creature.
 

Item Power Level / Magic Power Level

The power level, following the same general rules from the corresponding Rule. Helps give an idea of how powerful, or what level/tier of play the item is expected to be obtained at within reason. Unlike Weapons, Armor has a steadier, and steeper, curve of Item Power due to tiers of play.
 

Composition

What the item is made of or can be made of. Primarily for crafting, but can be used other things purposes.
 

Rarity

The frequency of finding the weapon at any given juncture.
 

Additional Effects

Certain effects, granted by special functions listed on the armor itself, or via Armor/Equipment Keywords
  For instance, the Buckler can be equipped onto Bows and Crossbows, gaining the benefit onto both while the weapon is equipped and without needing a free hand.
 

Armor/Shield Keywords

Armor/Shield keywords are traits are given via ability, crafting, enchants, or special effect. Unlike Weapon Keywords, Armor/Shield Keywords are much smaller in pool and scope, but are mostly passive and/or help a creature overcome many shortcomings.

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