Armor
Armor serves as an important protective layer in combat. It acts as modified Damage Reduction for combat damage. Each type of armor reacts differently to different types of damage, the primary three being Piercing, Slashing, and Bludgeoning.
In the table below, each armor has a column dedicate to each damage type. The number in the space determines how much protection the armor grants the wearer from this type of damage. The text after the number dictates what happens once damage has exceeded this threshold. Common descriptions are:
- "Converted": Damage over the threshold is converted into Sublethal Damage.
- "Wearer": Damage over the threshold damages the wearer of the armor, but leaves the armor undamaged.
- "Both": Damage over the threshold damages the wearer of the armor and the armor as well.
- "Both (slashing/piercing/bludgeoning)": Damage over the threshold damages the wearer of the armor and the armor as well, but converts it to the appropriate type for the wearer.
- "Slashing": Damage over the threshold is converted to slashing damage. No further DR is applied.
- "Piercing": Damage over the threshold is converted to piercing damage. No further DR is applied.
- "Bludgeoning": Damage over the threshold is converted to bludgeoning damage. No further DR is applied.
The deflection bonus of armor is a bonus to the wearer's AC that is due to the armor's shape or design.
Armor | Slashing | Piercing | Bludgeoning | Deflection | Health | Hardness | Effective Dex/ Armor Penalty |
Price(uV) | Weight |
---|---|---|---|---|---|---|---|---|---|
Light Armor | |||||||||
Padded Armor | 4/Both(Bludgeoning) | 0/both | 4/wearer | -- | 10 | 2 | No | 5 | 10 lb |
Leather Armor | 5/bludgeoning | 2/both | 2/wearer | -- | 10 | 2 | No | 10 | 15 lb |
Heavy Armor
{{Armor(Table) | A = [[Chainmail] | S = 5/bludgeoning | P = 2/both | B = 2/wearer | HP = 10 | H = 2 | Pr = 10 | W = 15}} | |||||||||
War Armor | |||||||||
Half Plate | 5/bludgeoning | 2/both | 2/wearer | -- | 10 | 2 | No | 10 | 15 lb |