S T O N E K E E P |
SPECIAL NOTICE: OPs can add your starting weapon/armor for you but if you use dual weapons you need to buy one of them !money transfer # type supplybank bank. Copy and paste the info from Rasbott and the OP will add it. |
Masterwork items can only be created
by Mastersmiths
(Those with at least 20 ranks in any given craft)
Table: Armor
*When running in heavy armor, a
character moves only triple speed, not quadruple. Your armor protects you in combat, but it can also slow you down. See Table 75: Armor for the list of armors. The information given on this table is for Medium-size creatures. The time it takes to get into or out of armor depends on its type (see Table 76: Donning Armor). Armor QualitiesWhat armor you wear isnt the only fashion statement you can make, but its a big one. In addition, depending on your class, you may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, you can select the Armor Proficiency feats (page 80), but most classes are proficient in the armors that work best for them. When choosing armor, keep in mind these factors (see Table 75: Armor): Cost: The cost of the armor. Armor Bonus: The protective value of the armor. Bonuses from armor and a shield stack. This bonus is an armor bonus, so it does not stack with other effects that increase your armor bonus, such as the mage armor spell or bracers of armor. Maximum Dex Bonus: This
number is the maximum Dexterity bonus to AC that this
type of armor allows. Heavier armors limit your mobility,
reducing your ability to dodge blows. For example,
chainmail permits a maximum Dexterity bonus of +2. A
character with a Dexterity score of 18 normally gains a
+4 bonus to his AC, but if hes wearing chainmail,
his bonus drops to +2. His final Armor Class would be 17
(10 + 5 + 2 = 17), assuming he has no other modifiers.
(The +5 is the chainmail and the +2 is his maximum
Dexterity bonus.) Shields: Shields do not affect your maximum Dexterity bonus. Armor Check Penalty: Anything heavier than leather hurts your ability to use some of your skills. Some characters dont much care, but others do. The barbarian, in particular, faces a trade-off between heavier armor and better skill checks. Skills: The armor check
penalty number is the armor check penalty you apply to
certain skill checks. If youre wearing any armor
heavier than leather, you cant climb, sneak, or
tumble as well as you would if you werent wearing
such heavy armor. Shields: If you are wearing armor and using a shield, both armor check penalties apply. Nonproficient with Armor Worn: If you wear armor with which you are not proficient, you suffer the armors armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride. Sleeping in Armor: If you sleep in a suit of armor with an armor check penalty of 5 or worse, you are automatically fatigued the next day. You suffer a 2 penalty on Strength and Dexterity, and you cant charge or run. Spell Failure: Armor interferes with the gestures that you need to make to cast an arcane spell. Arcane spellcasters face the possibility of arcane spell failure if theyre wearing armor, so wizards and sorcerers usually dont wear armor. Bards have a hard choice because theyre more likely to get into combat than wizards and they cast fewer spells, so getting some armor makes more sense for them than it does for a wizard. Casting a Spell in Armor: When you cast an arcane spell while wearing armor, you often must make an arcane spell failure roll. The number in the Arcane Spell Failure column on Table 75: Armor is the chance that the spell fails and is ruined. If the spell lacks a somatic (S) component, however, you can cast it without making the arcane spell failure roll. Shields: If you are wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance. Speed: Medium and heavy armor slows you down. Its better to be slow and alive than to be quick and dead, but dont neglect to give speed some thought. The number on Table 75: Armor is your speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Shields: Shields do not affect your speed. Weight: The weight of the armor. Armor fitted for Small characters weighs half as much. Getting Into And Out Of ArmorThe time required to don armor depends on its type (see Table: Donning Armor). Don: This column records how long it takes you to put the armor on. (One minute is 10 rounds.) Don Hastily: This column records how long it takes you to put the armor on in a hurry. Hastily donned armor has an armor check penalty and armor bonus each 1 point worse than normal. For example, if Tordek donned his scale mail hastily, it would take him 1 minute (10 rounds), the armor would provide only a +3 bonus to his AC (instead of +4), and his armor check penalty would be -5 (instead of -4). Remove: This column records how long it takes you to get the armor off (especially important to know if you are suddenly submerged). Table: D&D Donning Armor
*If you have some help, cut this
time in half. A single character doing nothing else can
help one or two adjacent characters. Two characters
cant help each other don armor at the same time. Armor DescriptionsThe types of armor found on Table: Armor are described below (in alphabetical order). Banded Mail: This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets. Breastplate: A breastplate covers your front and your back. It comes with a helmet and matching greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much. Buckler: This small metal shield is strapped to your forearm, allowing you to wear it and still use your hand. You can use a bow or crossbow without penalty. You can also use an off-hand weapon, but you suffer a -1 penalty on attack rolls because of the extra weight on your arm. This penalty stacks with those for fighting with your off hand and, if appropriate, for fighting with two weapons. In any case, if you use a weapon in your off-hand, you dont get the bucklers AC bonus for the rest of the round. You cant effectively bash someone with a buckler. Chain Shirt: A shirt of chainmail protects your torso while leaving your limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap. Chain Mail: This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armors weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets. Full Plate: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet. You wear a thick layer of padding underneath it (included). Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 x 100) gold pieces. Full plate is also known as field plate. Half-Plate: This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets. Hide: This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. Druids, who only wear nonmetallic armor, favor hide. Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather. Padded: Padded
armor features quilted layers of cloth and batting. It
gets hot quickly and can become foul with sweat, grime,
lice, and fleas. Shield, Large or Small, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. Small Shield: A small shields light weight lets you carry other items in that hand (although you cannot use weapons). Large Shield: A large shield is too heavy for you to use your shield hand for anything else. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks (such as warp wood and heat metal). Shield Bash Attacks: You can bash an opponent with a shield, using it as an off-hand weapon. A Medium-size character deals 1d4 points of damage ( x 2 crit) with a large shield or 1d3 ( x 2 crit) with a small one. (You cannot bash with a tower shield.) A Small character deals 1d3 points of damage ( x 2 crit) with a large shield or 1d2 ( x 2 crit) with a small one. Used this way, the shield is a martial bludgeoning weapon. For purposes of attack penalties, treat a shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). Shield, Tower: This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield. Splint Mail: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets. Studded Leather: This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. |
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