Armor

There are three types of Armor: light, medium, and heavy. Armor Class (AC) represents how hard it is to hit a person. Toughness (T) is how hard it is to damage them. Heavier armor can impose penalties to skills called skill penalty (SkP), penalties to the maximum amount of dexterity bonus that can be used (Max DEX), to the ability to cast spells called spell failure (SpF) as well as penalties to speed. The price of armor is given in gold pieces (GP).

L. Armor AC T Max DEX SkP SpF Speed Weight GP
Leather 1 0 8 0 0% -0 5 15
Padded 2 1 5 0 5% -0 10 20
Studded L. 3 0 4 0 10% -0 15 35
M. Armor AC T Max DEX SkP SpF Speed Weight GP
Scalemail 4 1 3 -1 20% -0 20 100
Chainmail 5 1 2 -1 25% -1 25 150
Breastplate 6 1 2 -2 30% -1 30 350
H. Armor AC T Max DEX SkP SpF Speed Weight GP
Bandedmail 6 2 1 -2 35% -1 35 400
Half-plate 7 2 1 -3 35% -2 40 450
Full-plate 8 2 1 -3 35% -2 45 700
Shields AC T Max DEX SkP SpF Speed Weight GP
Buckler* 1 0 - 0 10% -0 5 5
Light Wooden 1 0 - -1 10% -0 5 3
Light Steel 1 0 - -1 10% -0 7 9
Heavy Wooden 2 0 - -1 15% -0 10 7
Heavy Steel 2 0 - -1 15% -0 15 11
  • A buckler does not take up a hand slot, but imposes a -1 penalty to hit and damage.

The statistics here are for normal armor. Crude armor gives 1 less to the maximum dexterity and increases the armor check penalty by 2 while costing 3/4 the price. Masterwork armor increases the maximum dexterity by 1 and decreases the armor check penalty by 2, spell failure by 25% and costs twice as much. Armor found may not fit a character. It is considered one grade less for the character until it is fitted by a blacksmith or someone with the necessary skills and tools.

Armor

After the Fall jbt2i