To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.
Armor and shields can take
damage from some types of attacks.
Armor/Shield Bonus: Each armor grants an armor bonus to AC, while shields grant a
shield bonus to AC. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. Similarly, the
shield bonus from a
shield doesn't stack with other effects that grant a
shield bonus.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit
mobility, reducing the wearer's ability to
dodge blows. This restriction doesn't affect any other Dexterity-related abilities.
Even if a character's Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC.
Your character's encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her
Armor Class.
Shields: Shields do not affect a character's maximum Dexterity bonus.
Nonproficient with Armor Worn: A character who wears armor and/or uses a
shield with which he or she is not proficient takes the armor's (and/or
shield's)
armor check penalty on
attack rolls and on all Strength-based and Dexterity-based ability and
skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields.
Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a -2 penalty on Strength and Dexterity and can't
charge or
run. Sleeping in
light armor does not cause fatigue.
Arcane Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an
arcane spell that has a somatic component. Arcane spellcasters face the possibility of
arcane spell failure if they're wearing armor. Bards can wear
light armor without incurring any
arcane spell failure chance for their
bard spells.
Shields: If a character is wearing armor and using a
shield, add the two numbers together to get a single
arcane spell failure chance.
They use the first column.
Dwarves,
gnomes, and
halflings have an unencumbered
speed of 20 feet. They use the second column. Remember, however, that a dwarf 's land
speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.
Shields: Shields do not affect a character's
speed.
Weight: This column gives the
weight of the armor sized for a Medium wearer. Armor fitted for
Small characters weighs half as much, and armor for Large characters weighs twice as much.
Table: Armor and Shields
|
|
|
|
|
|
|
-- Speed --
|
|
Armor
|
Cost
|
Armor/Shield
Bonus
|
Maximum
Dex Bonus
|
Armor
Check Penalty
|
Arcane Spell
Failure Chance
|
(30 ft.)
|
(20 ft.)
|
Weight1
|
Light armor |
|
|
|
|
|
|
|
|
Padded |
5 gp
|
+1
|
+8
|
0
|
5%
|
30 ft.
|
20 ft.
|
10 lb.
|
Leather |
10 gp
|
+2
|
+6
|
0
|
10%
|
30 ft.
|
20 ft.
|
15 lb.
|
Studded leather |
25 gp
|
+3
|
+5
|
-1
|
15%
|
30 ft.
|
20 ft.
|
20 lb.
|
Chain shirt
|
100 gp
|
+4
|
+4
|
-2
|
20%
|
30 ft.
|
20 ft.
|
25 lb.
|
Medium armor |
|
|
|
|
|
|
|
|
Hide
|
15 gp
|
+3
|
+4
|
-3
|
20%
|
20 ft.
|
15 ft.
|
25 lb.
|
Scale mail |
50 gp
|
+4
|
+3
|
-4
|
25%
|
20 ft.
|
15 ft.
|
30 lb.
|
Chainmail
|
150 gp
|
+5
|
+2
|
-5
|
30%
|
20 ft.
|
15 ft.
|
40 lb.
|
Breastplate |
200 gp
|
+5
|
+3
|
-4
|
25%
|
20 ft.
|
15 ft.
|
30 lb.
|
Heavy armor |
|
|
|
|
|
|
|
|
Splint mail |
200 gp
|
+6
|
+0
|
-7
|
40%
|
20 ft.2
|
15 ft.2
|
45 lb.
|
Banded mail |
250 gp
|
+6
|
+1
|
-6
|
35%
|
20 ft.2
|
15 ft.2
|
35 lb.
|
Half-plate |
600 gp
|
+7
|
+0
|
-7
|
40%
|
20 ft.2
|
15 ft.2
|
50 lb.
|
Full plate
|
1,500 gp
|
+8
|
+1
|
-6
|
35%
|
20 ft.2
|
15 ft.2
|
50 lb.
|
Shields |
|
|
|
|
|
|
|
|
Buckler |
15 gp
|
+1
|
-
|
-1
|
5%
|
-
|
-
|
5 lb.
|
Shield, light wooden |
3 gp
|
+1
|
-
|
-1
|
5%
|
-
|
-
|
5 lb.
|
Shield, light steel |
9 gp
|
+1
|
-
|
-1
|
5%
|
-
|
-
|
6 lb.
|
Shield, heavy wooden |
7 gp
|
+2
|
-
|
-2
|
15%
|
-
|
-
|
10 lb.
|
Shield, heavy steel |
20 gp
|
+2
|
-
|
-2
|
15%
|
-
|
-
|
15 lb.
|
Shield, tower
|
30 gp
|
+43
|
+2
|
-10
|
50%
|
-
|
-
|
45 lb.
|
Extras |
|
|
|
|
|
|
|
|
Armor spikes
|
+50 gp
|
-
|
-
|
-
|
-
|
-
|
-
|
+10 lb.
|
Gauntlet, locked
|
8 gp
|
-
|
-
|
Special
|
4
|
-
|
-
|
+5 lb.
|
Shield spikes
|
+10 gp
|
-
|
-
|
-
|
-
|
-
|
-
|
+5 lb.
|
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. |
2 When running in heavy armor, you move only triple your speed, not quadruple. |
3 A tower shield can instead grant you cover. See the description. |
4 Hand not free to cast spells. |
Find topic in: Rules of the Game |
|
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