Rules

Enchanted Realms Rulebook

 
 Contents
 Introduction
 Overview
 How to Play
 Create a Character
   Qualities
   Race
   Skills
   Backstory
   Personality
   Summary
 Using Skills
   Karma
   Modifiers
   Saves
   Perception
   Group Feats
   Advantage and Disadvantage
   Raw Dice
   Summary
 Racial Skills
 Combat Skills
 Adventuring Skills
 Vocational Skills
 Magickery
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
 Sorcery
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Armor
 Weapons
 Economy
   The Market
 Combat Detailed
   Rounds
   Initiative
   The Action
   Reactions
   Movemment
   Different Modes
   Terrain
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Touch-based Effects
   Defending
   At The Ready
   Grappling
   Pushing
   Shackling
   Flee Attack
   Impalement Maneuver
   Cover
   Blind Shot
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
 Adventuring
   Size Categories
   Brute Force
   Social Interactions
   Travel
   Mounts
   Recovery
   Short Rest
   Long Rest
   Death Saves
   Exhaustion
   Asphyxiation
   Dehydration
   Starvation
   Poisons
   Disease
   Falling
   Mind-Spirit Death
   Illusions
   Glamours
   Phantasms
   Shrouds
   Underwater
 Archetypes
 Appendix A - Character Sheet
Armor

In an adventuring world, there are different cultures, each with their own innovations. Due to this, those who travel have access to many different armor types. Below it an armor table that shows the properties of the most common types of armor.

To be clear, Armor Class (AC) is the numerical value that must be met in an attack roll to strike an enemy and inflict damage. The base AC is 10. If a character is wearing armor that is the new base AC. If a shield is employed, then an additional +2 is added. Atop that value, any modifiers from the current body are added. Finally, if there are any protective magics from enchantments to the armor or magical spells, those bonuses are added as well. However, if more than two magical effects are in play, they are not cumulative; only the greater of the values can be added.

Any person can wear any type of armor; however, armors with a higher armor class often come with certain hindrances as a tradeoff. Certain skills, such as medium armor and heavy armor, can remove or reduce some of the penalties.

Likewise, anyone can carry a shield unless employing a weapon with a heavy, reach or ammo-use tag. If using one of those weapons, then adding a shield in a fight is simply unworkable. Moreover, to employ one without a skill and gain the +2 bonus to AC, the weapon used must be tagged as a light weapon. Otherwise, no bonus is granted. However, the shield-use skill will remove the light weapon restriction.

Also, putting a shield to the ready in the first round of combat suffers a -2 penalty on initiative. It does not require an action but it does lower the first round initiative number. Subsequent rounds suffer no penalty to initiative unless the state of the shield's equipped status changes. Dropping the shield costs nothing, but putting it back to the ready would cost initiative again. All this said, the skill of shield-use neutralizes these penalties, making it to be brought to the ready without any initiative modifiers.

Light armors are made from supple and thin materials. There are no movement penalties when wearing light armor. Offering more protection, medium armors are stronger and often heavier. Because of this, one’s movement rate is reduced by 10 feet and a penalty of -2 incurs on all initiative rolls. Heavy armor grants the best protection in armor class. These are suits of armor covering the whole body. Wearing this type will reduce a character’s movement rate by 25 feet. Additionally, initiative rolls suffer a -5 penalty. Also, the bulk of the armor determines the minimum time required to put it on. This is 30 seconds for light armor, 2 minutes for medium and 5 minutes for heavy. When donning medium or heavy armors, a squire or assistance can halve the duration. However, light armors require the same with or without assistance.

Another issue to consider is sleeping in armor. Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. One may note that the socially-unacceptable jack of plates sleeps as if it were light armor. However, after sleeping in other medium armors for a long rest, the wearer regains 1 body point shy of maximum if health is recovered. Despite these penalties, a long rest will restore at least 1 point of body; thus, if one from max before the rest, full health will be restored afterwards. The same is true for heavy armor, but worse - the rest does not reduce any exhaustion levels. Furthermore, the design of ringmail, which does offer the best AC for medium armor, is horrible for sleeping, as it acts as heavy penalties. This is why it is priced as it is. Prices for armor can be found in the market section.

Armor Armor Class Disadvantage Note
Light no penalties; donning requires 30 seconds (3 rounds)
 Padded11Stealth 
 Leather11  
 Studded Leather12  
Medium 10-ft movement penalty and -2 to initiative; donning requires 2 minutes (12 rounds)
 Jack of Plates13SocialSleep As Light
 Chain Shirt13SorcerySleep As Medium
 Ring Mail14Sorcery, StealthSleep As Heavy
 Breastplate14SorcerySleep As Medium
Heavy 25-ft movement penalty and -5 to initiative; donning requires 5 minutes (30 rounds)
 Chain Mail16Sorcery, StealthSleep As Heavy
 Splint Mail17Archery, Sorcery, StealthSleep As Heavy
 Plate Mail18Archery, Sorcery, StealthSleep As Heavy
Shield donning requires 1 action if it is not readied
 Shield+2  

Padded Armor consists of quilted layers of wool and linen. While light in weight, it is a bit bulky. Due to its cumbersomeness, when attempting to take any stealthy action, such as sneaking undetected or picking the pocket of another, the wearer is at disadvantage for the action.

Leather Armor is made from leather. The armor pieces covering the shoulders and chest were often boiled in oil to make them stiffer. The rest of the armor was softer and more flexible.

Studded Leather has many parts of it boiled to harden them. The arm and shoulder sections typically remain softer leather but reinforced with numerous close-set rivets and spikes.

A Jack of Plates is a type of armor made up of small iron plates sewn between layers of felt and canvas. These are often crudely made by patching together pieces, possibly including parts from four or five other armors. Pelts and hides of societies lacking quality tools or materials also fall into this classification. Anyone wearing a jack of plates is almost always seen at the lower end of society or possibly a criminal. As a result, any social interactions, such as bartering or interrogation, are performed at disadvantage as the wearer is not taken too seriously.

A Chain Shirt covers only the torso, leaving the arms and legs free. Typical this armor has a cloth layer underneath to prevent chafing and bruising. Due to its weight hanging from the shoulders, it does become uncomfortable and interferes with sorcery. Wearing a chain shirt does not prevent magical casting, but it does create a disadvantage on any sorcery spells that are cast.

Ring Mail is based on leather armor with large, weighted rings attached to it. Its rings help to reinforce the base against axe or sword strikes. It is inferior to other full body suits; however, it is much cheaper. Contrariwise, ring mail comes with disadvantages for actions of stealth and sorcery.

A Breastplate covers the wearer’s front and back with a metal cuirass and includes a helmet and greaves. A light suit of leather beneath the breastplate protects the limbs. Nonetheless, it does create a disadvantage for any sorcery cast when wearing.

Chain Mail is a form of armor made of interlocking metal rings. Clothing worn underneath prevents irritation and chafing. It is often used as a base for splint and plate armor. Due to its bulk, wearing chain mail will cause the wearer to be at disadvantage for sorcery and stealth actions.

Made up of several vertical strips of metal, Splint Mail is worn over cloth padding with the joints interwoven with chainmail. It is one of the most restrictive armors in respect to range of motion, and as a result anyone wearing it suffers disadvantage not only for sorcery and stealth but also when firing a weapon of archery.

Plate Mail consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored-helmet. Buckles and straps distribute the weight over the body. Due to its bulk, actions of archery, sorcery and stealth are performed at disadvantage.