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 |
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 |
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 KeywordsFor 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.