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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:

ArmourArmour classDexterity allowedCheck penaltySpell failure
Cloth0all of itnonenone
Padded115none5%
Leather210none10%
Hide, studded leather38-115%
Chain shirt, scale46-220%
Breastplate, chainmail54-430%
Banded, splint63-535%
Half plate72-640%
Full plate81-845%

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.

See also