Simplified Armor Rules

Armor and Shields

-To simplify the armor rules even more, the Dungeon Master may optionally eliminate Defense Class Penalties and Check Penalties, while Arcane Spell Failure should remain the same.

-Armor Cost Damage Reduction Defense Class Penalty Check Penalty Arcane Spell Failure
Padded Armor (L) 5gp 0-3 -1 -1 -1
Hide Armor (L) 10gp 0-3 -1 -1 -1
Leather Armor(M) 20gp 1-4 -2 -2 -2
Studded, Spiked, or Ring Reinforcements Add 0-1 -0 -0 -0
Chain Shirt (L) 100gp 0-2 -1 -1 -1
Chainmail (M) 150gp 1-3 -2 -2 -2
Scale Armor (M) 200gp 2-4 -3 -3 -3
Brigandine Armor (M) 240gp 1-5 -3 -3 -3
Splint Armor (M) 200gp 1-5 -3 -3 -3
Banded Armor (M) 300gp 1-5 -3 -3 -3
Breastplate (M) 450gp 0-5 -2 -2 -2
Plate Mail (H) 600gp 2-6 -4 -4 -4
Field Plate (H) 1000gp 3-7 -5 -5 -5
Full Plate (H) 1500gp 4-8 -6 -6 -6
Jousting Plate (H) 2000gp 5-9 -7 -7 -7

Shields

-Shield Cost Defense Class Bonus Defense Class Bonus vs Missile and Hurled Weapons Check Penalty Damage (S) / (M) Arcane Spell Failure
Buckler (L) 10gp +1 +2 -1 0-1 / 0-1
Small Wooden Shield (L) 3gp +2 +4 -2 0-1 / 0-2
Small Metal Shield (L) 10gp +2 +4 -2 0-2 / 0-3
Medium Wooden Shield (M) 5gp +3 +6 -3 0-2 /0-3
Medium Metal Shield (M) 15gp +3 +6 -3 0-3 / 0-4
Large Wooden Shield (H) 7gp +4 +8 -4 0-3 / 0-4
Large Metal Shield (H) 20gp +4 +8 -4 0-4/0-5
Tower Shield (L) 30gp +5 +10 -5 0-2 / 0-3
Shield Spike (L) +10gp +0 +0 -0 Add 1-1 / Add 1-2
Multiple Shield Spikes (Add one) +20gp +0 +0 -0 Add 1-2 / Add 1-3

-All armor listed is assumed to be Iron or low-grade Steel, unless specified otherwise. Rules for Steel armor are found below (See “Non racial specific armor notes”).

-Light Armor (L) – No Movement Penalty
-Medium Armor (M) – 1 square Movement Penalty from maximum movement rate.
-Heavy Armor (H) – 2 square Movement Penalty from maximum movement rate.

All penalties are halved (round up) if Proficient in the Armor. Arcane failure remains the same unless the proper Feat is aquired.

Racial Armor Notes: Not all special armors created by a particular race are immediately available. In some cases, faction building may be required before an Armorer of a unique armor type becomes available, even if the person seeking the armor is of the same race.

General Traits of Racial Armor Types:

Elven steel: Slight golden cast, light; adds 1-1 to Damage Reduction (0-1 for Cuirasses), subtracts 1 from Defense Penalty,Check Penalty, and subtracts 2 from the arcane spell failure penalty. Often lightens armor by one category.

Elven Silver Steel: Bright silver, very light; adds 1-1 to Damage Reduction (0-1 for Cuirasses), subtracts 2 from Defense Penalty, Check Penalty, and Arcane Failure Penalty. Often lightens armor by one and occasionally two categories.

Elven Golden Steel: Bright gold, very light; adds 2-2 to Damage Reduction (0-2 for Cuirasses), subtracts 2 from Defense Penalty, Check Penalty, and subtracts 3 from Arcane Failure Penalty. Often lightens armor by one and occasionally two categories.

Dwarven steel: Dark, often black, slightly heavier than steel; adds 2-2 (0-2 for Cuirasses) to Damage Reduction, subtracts 0 from Defense Penalty, Check Penalty, and the dark steel interferes a bit with arcane casters, furthering the arcane failure penalty by 2. Saves vs magic while in Dwarven Steel armor is at a +1 bonus per weight category. Sometimes makes armor one category heavier.

Dwarven Mithril: Silvery, very bright, light; adds 3-3 to Damage Reduction (0-3 for Cuirasses), subtracts 1 from Defense Penalty, Check Penalty, and Arcane Spell Failure.

Non Racial Specific Armor Notes:

Steel (High Quality): Silvery, Adds 1-1 to Damage Reduction (0-1 for Cuirasses), and no other changes.

Silver: Silvery, very bright, unless tarnished (dusky); SUBTRACTS 0-2 from Damage Reduction (0-2 for Cuirasses), but subtracts 2 from Arcane Spell Failure, with not other changes. Damage Shield: Creatures who are particularly vulnerable to silver take half of the damage that they deliver if the flesh of the striking appendage makes contact with the silver during the attack.

Bronze: Bronze-golden; SUBTRACTS 0-1 from Damage Reduction (0-1 for Cuirasses), and no other changes.

Copper: Coppery-red; SUBTRACTS 1-2 from Damage Reduction (0-2 for Cuirasses), and no other changes. Electricity: Casting electrical attacks while wearing copper armor increases damage output by 1 die per minimum possible damage reduction, to a maximum of double dice of damage. For example: Morland, a 6th Level Fighter / 1st Level Magus in Copper Full Plate Armor (Damage Reduction 3-6), would only be able to increase his damage by 1 die, because he is only a 1st Level caster and thus 2 dice (doubled 1d6 from Shocking Grasp) of damage would be the maximum. If the same character casted Shocking Grasp when he reached 5th Level as a Magus, while wearing Copper Full Plate armor, his damage would increase by 3 dice (Damage Reduction Minimum is “3”, the first number in 3-6), for a total of 8d6! When he reaches 6th Level he would be able to cast a very powerful Lightning Bolt Spell for 9d6 points of damage! Electrical Vulnerability: The rules above for casting while in Copper Armor, also apply to receiving damage! Therefore, Morland would be in considerable danger with a Blue Dragon or another caster with electrical based spells!

Simplified Armor Rules

Forgotten Realms - Pool of Radiance Lord_of_the_Ruins