Rules

Enchanted Realms Rulebook

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.

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.

Armor Armor Class Disadvantage Retail Price Trade-In Price Maintenance
Light no penalties; donning requires 30 seconds (3 rounds)
 Padded11Stealth25 bits10 bitsNone
 Leather11 40 bits16 bits2 bits
 Studded Leather12 100 bits40 bits3 bits
Medium 10-ft movement penalty and -2 to initiative; donning requires 2 minutes (12 rounds)
 Jack of Plates13Social30 bitsNone4 bits
 Chain Shirt13Sorcery300 bits135 bits6 bits
 Ring Mail14Sorcery, Stealth180 bits80 bits6 bits
 Breastplate14Sorcery500 bits225 bits5 bits
Heavy 25-ft movement penalty and -5 to initiative; donning requires 5 minutes (30 rounds)
 Chain Mail16Sorcery, Stealth500 bits225 bits5 bits
 Splint Mail17Archery, Sorcery, Stealth750 bits400 bits10 bits
 Plate Mail18Archery, Sorcery, Stealth1000 bits600 bits12 bits
Shield donning requires 1 action if it is not readied
 Shield+2 100 bits30 bits3 bits

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.