Weapons:

Armor:

  • 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 ArmorACCostEnc
No Armor10NoneN/A
War Shirt115 sp0
Buff Coat1250 sp0
Linothorax1320 sp1
War Robe1450 sp3
Pieced Armor14100 sp2
Med. ArmorACCostEnc
Mail Shirt14250 sp1
Cuirass and Greaves15250 sp2
Scaled Armor16500 sp3
Heavy ArmorACCostEnc
Mail Hauberk16750 sp2
Plate Armor171,000 sp2
Great Armor192,000 sp3
Grand Plate162,000 sp3
ShieldACCostEnc
Small Shield1320 sp1
Large Shield1410 sp1

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.