X
MoI a user about this change:
Username
Section of this page

Armor Construction Rules (DnD Variant Rule)

From D&D Wiki

Jump to: navigation, search

Contents

[edit] Armor Construction Rules

Created By
dmilewski (talk)
Date Created: 010/03/2006
Status: Active Development
Editing: Please feel free to edit constructively!

Armor comes in many types and technologies. This system is intended to introduce many types of armor into the d20 system and to better explain their functionality.

[edit] Armor Types

If you use this system, the proficiencies for Light, Medium, and Heavy armor do not apply. Instead, use the following:

Table: Proficiency Conversion
d20 Type Proficiency Encumbrance
Light Cuirass Proficiency Light
Medium Hauberk Proficiency Medium
Heavy Full Armor Proficiency Heavy
N/A Partial Armor Proficiency Light

All proficiencies mentioned in character classes change accordingly. For example, a barbarian is proficient in the cuirass and the hauberk. A barbarian's movement bonus works with a hauberk or a cuirass. If the barbarian were to wear a full suit of padded plate, he would gain no movement bonuses.

All feats that mention armor are also changed to match the new system. For example, Full Armor Proficiency would require both Hauberk and Cuirass proficiency.

Light, medium, and heavy attributes now only apply to encumbrance and movement.

  • Light = 30 ft/20 ft move
  • Medium = 20 ft/15 ft move
  • Heavy = 20 ft/15 ft move

Any modifier shifts the armor one category heavier or lighter. For example, mail is one category lighter. That means that a mail hauberk shifts from medium to light encumbrance. A mail suit shifts from heavy to medium encumbrance. Note that a hauberk with light encumbrance is still a hauberk, so a rogue with cuirass proficiency would take an armor check penalty wearing this armor and a barbarian wearing a full suit would take an armor check penalty wearing a suit of mithral full plate.

Materials used may further modify these values.

[edit] How to Create Armor

  1. Pick armor style (cuirass, hauberk, full)
  2. Pick a material
  3. Pick a technology (mail, lamellar, plate)
  4. Pick options

[edit] Armor Style

Armor comes in four basic styles.

Coverage Base
Armor
Bonus
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure Chance
–—Speed—– Weight1
(30 ft.) (20 ft.)
Partial* -1 -1 5% 30 ft. 20 ft. 5 lb.
Cuirass +0 +5 -2 10% 30 ft. 20 ft. 10 lb
Hauberk/Jack/Coat +2 +3 -4 20% 20 ft. 15 ft. 25 lb.
Suit/Full +3 +1 -6 30% 20 ft. 15 ft. 45 lb.
Reinforced +1 -1 -1 +5% + 50% lb.

Cuirass: A cuirass is an armor piece designed to protect the chest while leaving the arms and the legs free. Examples include the breastplate and the dō-maru of Japan.

Hauberk: A hauberk is a "shirt" style armor. It covers the torso, shoulders, upper arms, and upper legs. It includes a helmet. The hauberk is the most common style of armor.

Suit: An armor suit is unified armor set intended to protect all parts of the body. It includes protection for all parts of the body, including a helmet, gauntlets, leg guards, and neck guards. These suits are primarily used when combat is near or time in the field is limited. Many veterans use lighter suits of armor for travel. Examples include jousing armor of Europe and the O-Yoroi of Japan.

Partial Armor: Partial armor is the strategic use of smaller armor pieces to gain maximum protection while minimizing movement and dex penalties. Partial armor is its own proficiency. No class is trained to use this armor type by default. This armor is most commonly seen in gladitorial games or specialized martial forms.

Reinforcement: Reinforcement adds to the total AC value of the armor at the expense of weight. For cuirasses, this including adding a helmet, bracers, and leg guards. For hauberks, this includes adding gauntlets, skirt, arm, and leg guards. For full suits, this includes adding fluting, specialized joint protection, and thicker layers of metal. The cost for reinforcement is the total cost of the armor (see below) + 50%. This adjustment is after all other factors have been added to the armor's cost (including magic and other enhancements). The weight is +50%, round up to the nearest multiple of 5.

Mithral and Armor Styles

Mithral makes armor one class lighter. A hauberk will become light armor. Mithral does not confer proficiency in an armor type.

Armor Styles and Movement

Classes that gain movement bonuses while wearing medium or light armor now get movement bonuses while wearing hauberks or cuirasses. The use of mithral may lighten the armor, but does not change the armor type. A suit of full armor is always a suit of full armor.

[edit] Materials

Armor can be made of a variety of materials.

Table: Armor Materials
Material Armor/
Shield Bonus
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure Chance
–—Speed—– Weight
Cuirass
Weight
Shirt/Suit
Special
(30 ft.) (20 ft.)
Padded Cloth -6 +3 +4 -15% x1/2* x1/2* One step lighter
Wicker -5 +2 -3 +3 -10% -5 x1/2* One step lighter
Cord/Rope -4 +1 +2 -5% +0 x1 One step lighter
Boiled Leather -3 +1 +2 +0 x1 One step lighter
Wood/Soft Metal -2 +1 +10 +0 x1
Bronze -1 +0 +15 x1
Iron/Steel +0 +0 +15 x1
Mithral +0 +2 +3 -10% +15 x1 One step lighter
Admantine +0 +0 +15 x1 DR
* Round up results to increments of 5.

Adamantine: See Adamantine (SRD Term).

Boiled Leather: This is leather hardened by boiling in oil.

Bronze: Bronze is a mixture of copper and tin. This alloy is stronger than either material.

Cord/Rope: This material is composed of pliant and dense plant materials twisted, knotted, and woven into stiff and dense material.

Iron/Steel: Iron and steel is actually an iron/carbon alloy of varying quality.

Mithral: See Mithral (SRD Term).

Padded Cloth: This material consists of two heavy layers of cloth with quilting and significant padding.

Soft Metal: This is any of the soft metals: gold, silver, copper, tin, etc.

Wicker: This material is made by twisting and weaving dried reeds or other plant materials together.

Wood: This is shaped hardwood. Includes Darkwood (SRD Term), which gives an addition -2 to the armor check penalty. Darkwood costs an additional 10 gp per pound of the armor's original weight.

[edit] Technology

Table: Armor Technolgy
Material Armor/
Shield Bonus
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure Chance
–—Speed—– Weight
(30 ft.) (20 ft.)
Mail or Weave
Mail +2 -5, One step lighter
Weave +2 -1 -1 +5% One step lighter
Lamellar
Scale +2 x2/3
Lamellar +3 x1
Plate
Splint/Brigandine +4 x1
Banded +4 -5
Plate +5 +5

Mail or Weave: This is any type of armor created through interlocking fibers or wires. Reinforced mail is plate mail.

Scale: This is any type of armor created through the use of small plates.

Plate: This is any type of armor created through the use of larger, solid sections.

[edit] Adding it Up

Any armor that adds up to less than one is not a viable armor.

Total Spell Failure Chance may not be lower than 0% (except if you are using mithral).

[edit] Options

Table:Armor Options
Attribute
+1 AC +1 enhancement
Magic +1,150 gp (includes masterwork)
Masterwork +150 gp
Fortification
Fortified +1 enhancement
Fortified, Moderate +3 enhancement
Fortification, Heavy +5 enhancement
Resistance
Resistance (element) +18,000 gp
Resistance, Improved (element) +42,000 gp
Resistance, Greater (element) +66,000 gp
Shadow
Shadow +3,750 gp
Shadow, Improved +15,000 gp
Shadow, Greater +33,750 gp
Silent Moves
Silent Moves +3,750 gp
Silent Moves, Improved +15,000 gp
Silent Moves, Greater +33,750 gp
Slick
Slick +3,750 gp
Slick, Improved +15,000 gp
Slick Greater +33,750 gp
Spell Resistance
Spell Resistance (13) +2 enhancement
Spell Resistance (15) +3 enhancement
Spell Resistance (17) +4 enhancement

Any special properties of the armor are considered to originate with special or rare materials, secret techniques, labor intensive processes, or skills mastered by few armorsmiths.

+1 AC: Bonuses to AC may be added at the armor's creation, or later on via magic if the armor is masterwork.

Magic: An armor must be masterwork in order to be enchanted. Enchanting armor increases the cost of the armor. Magic armor enhancements stack with non-magic armor enhancements. No more than +9 worth of enhancements (both magic and non-magic) may be placed onto any magic armor. Optionally, this trait may also come from naturally occurring magic ores.

Option: All other possible armor traits may come from rare or magical ores.

[edit] Cost

The cost of a suit of armor is based on its total enhancements (except reinforcement). It is blind to the method behind those enhancements. Whether a smith makes a hauberk that gives +8 total protection, or a wizard enchants a suit of armor to make it worth +8, the cost is the same. Reinforcement costs +50% of the armor's total price before reinforcement is added.

Cuirass Jack Suit
+1 5 gp 5 gp 1 gp
+2 10 gp 5 gp 2 gp
+3 25 gp 15 gp 5 gp
+4 200 gp 50 gp 25 gp
+5 3,175 gp 150 gp 100 gp
+6 8,175 gp 300 gp 200 gp
+7 15,175 gp 3,300 gp 600 gp
+8 24,175 gp1 8,300 gp 1,500 gp
+9 35,175 gp2 15,300 gp 3,000 gp
+10 48,175 gp2 24,300 gp1 4,500 gp
+11 63,175 gp2 35,300 gp2 9,500 gp
+12 80,175 gp2 48,300 gp2 16,500 gp
+13 100,500 2 63,300 gp2 25,500 gp1
+14 n/a 80,300 gp2 36,500 gp2
+15 n/a 99,300 gp2 48,500 gp2
+16 n/a n/a 64,500 gp2
+17 n/a n/a 81,500 gp2
+18 n/a n/a 100,500 gp2
  1. Maxium AC defensive value
  2. Armor can’t actually have bonuses this high.
    Use these lines to determine price when special abilities are added in.
  3. Reinforced armor adds +1 AC, -1 armor check penalty, -1 max dex bonus,
    +5% spell failure, +5 lb., increase encumbrance category by one.
    Reinforced armor increases the cost +50% of the previous total cost.

[edit] Lesser Armors

Some armors can be made that are clearly better than others. There are many reasons why people or society may choose lesser armors. They are included here:

  • A society has not developed more advanced armor.
  • A society does not have the proper materials for more advanced armor.
  • A society can not afford more advanced armor.
  • A society's problems with armor do not outweigh the benefits.

[edit] Examples

Table: Armor and Shields
Armor Cost Armor/
Shield Bonus
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure Chance
–—Speed—– Weight1
(30 ft.) (20 ft.)
Cuirasses
Reinforced Boiled Leather Lamellar Cuirass 5 gp +1 +5 -1 15% 30 ft 20 ft 15 lbs
Boiled Leather Plate Cuirass 10 gp +2 +6 0 10% 30 ft 20 ft 15 lbs
Reinforced Leather Plate Cuirass 40 gp +3 +5 -1 15% 30 ft 20 ft 25 lbs
Steel Banded Cuirass 200 gp +4 +5 -2 10% 30 ft 20 ft 25 lbs
Steel Plate Cuirass 3,175 gp +5 +5 -2 10% 30 ft 20 ft 25 lbs
Reinforced Bronze Cuirass
(Hoplite Armor)
300 gp +5 +4 -3 15% 30 ft 20 ft 40 lbs
Shadow Silent Steel Splint Cuirass
(Ninja Armor)
7,700 gp +4 +5 -2 10% 30 ft 20 ft 25 lbs
Hauberks
Cloth Plate Jack
(Arming Doublet)
5 gp +1 +6 -0 10% 30 ft 20 ft 10 lbs
Boiled Leather Plate Jack 50 gp +4 +4 -2 20% 30 ft 20 ft 25 lbs
Steel Scale Jack 50 gp +4 +3 -4 20% 20 ft 15 ft 20 lbs
Steel Lamellar Jack 150 gp +5 +3 -4 20% 20 ft 15 ft 25 lbs
Steel Chain Hauberk 50 gp +4 +3 -4 20% 30 ft 20 ft 25 lbs
Reinforced Steel Chain Hauberk
(Plate Mail Jack)
150 gp +5 +3 -5 25% 30 ft 20 ft 40 lbs
Armor Suits
Steel Mail Suit
(Chainmail suit)
100 gp +5 +1 -6 30% 20 ft 15 ft 40 lb
Reinforced Steel Mail Suit
(Plate Mail)
150 gp +6 +0 -7 35% 20 ft 15 ft 60 lb
Steel Banded Suit 600 gp +7 +1 -6 30% 20 ft 15 ft 40 lb
Steel Lamellar Suit 200 gp +6 +1 -6 30% 20 ft 15 ft 45 lb
Steel Plate Suit 1,500 gp +8 +1 -6 30% 20 ft 15 ft 50 lb
Reinforced Steel Plate Suit
(Jousting Armor)
2,200 gp +9 +0 -7 35% 20 ft 15 ft 75 lb
Mithral Reinforced Steel Plate Suit
(Jousting Armor)
11,200 gp +9 +2 -4 25% 20 ft 15 ft 45 lb
Partial Armor
Steel Plate Manica 200 gp +4 +0 -1 5% 30 ft 20 ft 10 lbs

Reinforced Steel Plate Suit (Jousing Armor): This is professional level jousting armor. These suits are optimized for protection, not actual combat. Special hoists are necessary to mount the riders onto their heavy warhorses. Professional jousters have lighter sets of armor for travel and war.

[edit] Ancient Armors

Once you know the armor types, you can describe armor and derive the types. Here are some Roman armors.

Roman Armor
Lorica Hamata (Iron Chain Hauberk)
Lorica Manata (Iron Manica, "Gladiator Armor")
Lorica Segmenta (Reinforced Iron Banded Cuirass)
Lorica Squamata (Iron Scale Hauberk)

[edit] Epic

This armor system has not been designed with respect to the Epic system.

[edit] Crafting Armor

Characters may use the Craft (armorsmith) Skill to create armor. The DC to make any armor is 10 + AC bonus. In addition to a DC check, the character must also have enough ranks to create the item. Use the table below. The final cost of the item in materials is 1/2 the total value.

Cost in GP Minimum Ranks
3,001 to 8,000 6 ranks
8,001 to 15,000 9 ranks
15,001 to 24,000 12 ranks
24,001 to 35,000 15 ranks
35,001 to 48,000 18 ranks
48,001 to 63,000 21 ranks
63,001 to 80,000 24 ranks
80,001 to 99,000 27 ranks
99,001+ 30 ranks

In order to use special materials, such as adamantine, darkwood, crystal, or mithral, the character must possess the Skill Focus (Craft (armorsmith)) feat.

When a character creates a suit of armor for himself, the time to craft the armor is 1/5 the normal crafting time. That armor will only be usable for that character. Should any other character use that armor, it will provide 1/2 its usual armor value. Should the character sell the armor, it will only fetch a selling price equal to 1/2 its armor value.

[edit] See Also



Back to Main PageDungeons and DragonsRules.

Personal tools
d20M