Enchanted Realms Rulebook

 How to Play
 Create a Character
 Using Skills
   Acquiring Skills
   Group Feats
   Advantage and Disadvantage
   Raw Dice
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
   Craftsman Armor
   The Market
 Combat Detailed
   The Action
   Different Modes
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Touch-based Effects
   At The Ready
   Flee Attack
   Impalement Maneuver
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
   Size Categories
   Brute Force
   Social Interactions
   Short Rest
   Long Rest
   Death Saves
   Climate Extremes
   Mind-Spirit Death
 Game Master Details
   Labor Projects
   Non-Metallic Crafting
   Chemistry and Alchemy
   Magic Items
 Appendix A - Character Sheet

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.

However, another issue with sleeping in medium and heavy armor is neither allow any degree of exhaustion to be restored from the rest. Heavy armor is even worse - after three nights of sleeping in heavy, the recipient suffers one degree of exhaustion. Even if sleeping one or two nights in heavy armor, a like number of nights of rest not wearing such is needed or the accumulation of previous nights remains. In other words, if sleeping two nights in heavy, the next night in bedclothes, but returning to heavy the fourth night, then one degree of exhaustion will be inflicted. Furthermore, the design of ringmail, which does offer one of the best ACs 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.

Temperature is one other factor that may affect one's decision of what type of armor to wear, especially if traveling in extreme climates. The details can be found under the Climate Extremes subsection.

Finally, it should be understood what disadvantages of certain armors means. For example, padded armor comes with a disadvantage on stealth actions. This means if a character wearing padded armor is attempting to use his or her stealth, normally 4d6 are rolled to establish the perception DC. However, in padded armor, the character would roll one less die or 3d6. For the untrained person, it drops the roll to a highly unlikely success by only rolling a single d6. For social interactions, the dice of bartering or interrogation are rolled as two sets of d20s (or d12s) as a feat or competition, taking the lesser of the two as the valid roll. For archery, this is the same as attacking at disadvantage, losing 1d20 or using the lesser of two sets, depending on the number of dice used. Sorcery, however, is a bit special. Whenever a die or dice are rolled (acid dart, ice blast, psychic shield, etc.), then the lessening of by one die or lesser of two sets is used. However, if the target is the one making the save (charm, ignis fatuus, lightning bolt etc.), then the target rolls the saves at advantage instead. This means two d20s are rolled, taking the higher of the two. Lastly, for the many axioms that do not have a die roll involved (detect magic, glamour mouth, veil etc ), then the sorcerer must make a mind feat (DC:8) for the effect to manifest. If the mind feat fails, the spell points are still consumed.

Armor Armor Class Disadvantage Note
Light no penalties; donning requires 30 seconds (3 rounds)
 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

Padded Armor consists of quilted layers of wool and linen, wrapped in an animal hide. 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. It is also likely that GMs will have city guards and other police harass those wearing a jack of plates. Whenever a crime has occurred, someone wearing this will be seen as one of the “usual suspects,” causing a significant amount of time to interrupt whatever that character's business in town might be.

A Chain Shirt, sometimes called a hauberk, 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, is minorly cumbersome, 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; not to mention it sleeps as a heavy armor with like penalties.

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.

Craftsman Armor

Craftsman armors are less common and often require more time and cost to create than the more common types listed above. Some of these require special materials and additional skills. They also have subtle benefits and sometimes even downsides to them. These often have less of a profit or are less in demand; therefore, they are not as easy to find or have to be requested to be made. Below is an incomplete list of craftsman armors which may be found in a marketplace. The combinations of armor are nearly limitless, but beyond this list such armors are more of a unique or magical nature.

Armor Base AC Bonus AC Disadvantage Note
Light no penalties; donning requires 30 seconds (3 rounds)
 Bishop Robe11Blunt, Fire: +1  
 Goluka Armor11Blunt, Cold: +1 Requires Arbor-Forging to craft
 Archbishop Robe11Cold: +1; Blunt: +2Requires Arbor-Forging to craft
 Brigandine Armor12Edged: +1Sorcery 
 Heavy-Padded12Piercing: +1Stealth 
 Iron-Skin Leather13  Requires Exotic Hides to craft
 Elfin Hauberk13Edged: +1 Requires Arbor-Forging to craft
Medium 10-ft movement penalty and -2 to initiative; donning requires 2 minutes (12 rounds)
 Lamelar Armor13Piercing: +1  
 Dark Ring14Blunt, Cold: +1Sorcery, StealthRequires Arbor-Forging to craft
 Dwarven Scale14Blunt, Edged: +1Sorcery, StealthFitted specifically for dwarves
 Brigandine Chain15 Archery, Sorcery, StealthSleeps As Heavy

Bishop Robe While this item can be acquired on the black markets, it is typically reserved for members of the clergy. It is a leather robe, offering a standard AC 11. However, it has spaced columns of lamellae from bone or metal sewn into the lining. This offers AC 12 against blunt strikes. Further, it is treated to be AC 12 against fire as well. Those who wear this publicly and are not part of the church run the risk of social problems and possible anathematism.

Goluka Armor Made from darkleaf, “goluka” armor offers +1 to AC against blunt and cold damage, meaning a typical “leather” suit made from “goluka” would be AC 11, but AC 12 against blunt and cold damage. However, the true benefit to this armor is there is no maintenance cost for an armor made from this material because so long as the coverings made from this plant receive a little sunshine and water routinely. When this occurs, the covering repairs itself. This does not mean it is indestructible, but normal wear and tear will not destroy it. However, if the armor is devoid of moisture for over three months, it will wither and become useless. Lastly, when wearing darkleaf armor, an additional +1 to body is gained during a short rest, which makes this material highly sought after.

Archbishop Robe This protection is the same as a bishop robe with the exception that it is make with darkleaf rather than leather. Due to this, the flame-retarding oils are not effective, causing this version to lose that protection; however, its defense against blunt damage is much better. Further, there is a small maintenance cost to manage the metal lining in the robe because the stitching does near routine repair. This suit is often reserved for the higher ranking church officials. As with the risks of wearing its lesser form in public while not being of the proper church rank, this too carries the possibility of charges of blasphemy from the church for impersonating a saint.

Brigandine Armor A brigandine is a garment made of canvas and leather leather, lined internally with small oblong steel plates riveted to the fabric. It does offer slightly better protection than studded leather due to the AC 13 against edged weapons; however, its maintenance cost is much greater. Also it creates penalties for sorcery. This has caused the brigandine to become more of a decorative and ceremonial armor, one that marks position and station rather than a functional suit in which combat happens. This also contributes to why the jack of plates has social issues associated with it, as it is an obvious dishevelment of the brigandine.

Heavy-Padded Armor is the same design as padded but uses a heavy-hide instead. It is also bulky, meaning when attempting to take any stealthy action, the wearer is at disadvantage.

Iron-Skin Leather Creatures such as a basilisk, a chimera, a wyverns or even hatchling dragons, if found, can be fashioned into an iron-skin leather which offers AC 13 when crafted into a suit of armor, but it will act with all the other properties of leather armor.

Elfin Hauberk is made from the rare feywood and scarcely found in the open market. When the wooden chains are formed into a shirt, they can be treated to harden like stone while maintaining the light buoyancy of wood. The elves are stingy with these armors and often craft them for specific persons; nonetheless, a few items do make their way to black markets.

Lamelar Armor Lamelar is a medium armor similar to the breastplate but with small rectangular plates or scales or iron punched and laced into horizontal rows on the exterior, worn over a heavy cloth undergarment. Often this armor extends down to a skirting to protect the legs as well. This armor also comes with a higher maintenance cost, making it a less popular style for the typical warrior, but it is available in many places, especially war-torn areas.

Dark Ring This is a darkleaf or “goluka-base” with ringmail methods added onto it. Because of the material, it sleeps as medium armor, as opposed to normal ringmail. However, metal is very difficult to bind into darkleaf, which makes the time to create this armor longer and its cost significantly higher. Also, the secrets of arbor-forging must be known to create it. Like all goluka, this armor must be watered and allowed to have sunshine. A number of ruined suits forgotten in a closet, combined with the expert craftsmanship to make, allows for few to be on the open market.

Dwarven Scale Rarely found to fit anyone other than a dwarf, this fashioning is a variant of ringmail, using disks, which are merely rings dipped in molten metal to get a more-solid coating, woven in a spaced pattern similar to a lamelar armor but woven internally to the armor itself. The purpose for its creation was to protect against cleaving weapons; however, its downside is that it doesn't offer the same protection from piercing arrows and other attacks. Dwarves often repair their own armor; thus, the higher maintenance is less of a deterrent to them.

Brigandine Chain This combines a form of brigadine that is worn over and fashioned into a hauberk. It also has a high maintenance fee and some increased time for forging; however, many find the benefits worth the additional expense, especially without having to invest into the skills for heavy armor. However, despite its medium classification, sleeping in it inflicts the penalties as heavy armor does.