Armor must be worn as a readied item. This counts against the adventurer’s encumbrance limit.
Each armor type grants a different base Armor Class (AC) to the wearer. This base is modified by the character’s Dex modifier and shield bonus.
Armor does not stack.
A character with no armor has a base AC of 10, again modified by their Dex modifier and shields they might carry.
Light Armor
AC
Cost
Enc
No Armor
10
None
N/A
War Shirt
11
5 sp
0
Buff Coat
12
50 sp
0
Linothorax
13
20 sp
1
War Robe
14
50 sp
3
Pieced Armor
14
100 sp
2
Med. Armor
AC
Cost
Enc
Mail Shirt
14
250 sp
1
Cuirass and Greaves
15
250 sp
2
Scaled Armor
16
500 sp
3
Heavy Armor
AC
Cost
Enc
Mail Hauberk
16
750 sp
2
Plate Armor
17
1,000 sp
2
Great Armor
19
2,000 sp
3
Grand Plate
16
2,000 sp
3
Shield
AC
Cost
Enc
Small Shield
13
20 sp
1
Large Shield
14
10 sp
1
Light Armor:
Heavy but loose and flexible enough to be used in most situations. Can be worn under or alongside other clothes.
Medium Armor:
Significantly noisier and more overt. Cannot be worn discreetly, and applies it’s encumbrance as a malus to Sneak rolls.
Heavy Armor:
Heavy armor is the thickest, toughest defense on the market. The sheer bulk of these armors make the encumbrance value count against Sneak and Exert checks.
Shields:
Small and Large shields.
Small shields are strapped to the arm and allow some use of the hands to manipulate other objects (does not include other weapons).
Large shields require one hand to operate.
If AC is lower than a shield, the AC is brought up to the shield’s. If equal or higher, the AC increases by 1.