Armour and weapons
What each armour is worth
Every armour type was re-tuned so that each has somebody it suits. Heavier armour gives more, and allows less of your Dexterity through:
| Armour | Armour class | Dexterity allowed | Check penalty | Spell failure |
|---|---|---|---|---|
| Cloth | 0 | all of it | none | none |
| Padded | 1 | 15 | none | 5% |
| Leather | 2 | 10 | none | 10% |
| Hide, studded leather | 3 | 8 | -1 | 15% |
| Chain shirt, scale | 4 | 6 | -2 | 20% |
| Breastplate, chainmail | 5 | 4 | -4 | 30% |
| Banded, splint | 6 | 3 | -5 | 35% |
| Half plate | 7 | 2 | -6 | 40% |
| Full plate | 8 | 1 | -8 | 45% |
The Dexterity column is a ceiling on the bonus, not on the ability: full plate takes 1 point of your Dexterity bonus to armour class, whatever your Dexterity is.
Weapons that changed
- The light hammer does 1d6, and the handaxe 1d4 with a triple critical.
- The throwing axe crits for triple as well.
- The light hammer and the handaxe are simple weapons, so anyone proficient with simple weapons can use them, and so can a druid, a monk, a rogue or a wizard through their own proficiency.
- Two exotic weapons come free to some characters. The bastard sword asks for Exotic Weapon Proficiency or a level of Paladin, which grants its own. The dwarven waraxe asks for Exotic Weapon Proficiency or Stonecunning, so a dwarf, mountain dwarf, azer, duergar, svirfneblin or stone giant wields it without spending a feat.