Golden Flame

What you wear between yourself and the blade. Armor decides which of your attributes your Deflection is built from, and what it costs you to wear it.

Deflection and Armor

Your Deflection is 10 + an attribute + your Deflection proficiency. The armor you wear chooses the attribute.

Table 8-4: Armor Categories
CategoryAttributeExamples
UnarmoredDexterityadventurer's clothing, or nothing at all
LightDexteritypadded armor, leather, chain shirt
MediumStrength or Dexterity, whichever is higherhide, scale mail, breastplate
HeavyStrengthsplint mail, half plate, full plate

You add your Deflection proficiency only while wearing a category of armor you are trained in. Your class says which categories those are, and feats can add more, as described under Training in Equipment. In armor you are not trained in, your Deflection is 10 + the attribute, and the armor's check penalty applies to your attack rolls as well as to your skill checks.

What Armor Gives You

A lightly armored character and an unarmored one of the same Dexterity have the same Deflection. What armor adds is everything else: the traits it carries, the runes it can hold, and for a strong character in medium or heavy armor, a Deflection built on Strength instead of Dexterity. Heavy armor also carries the bulwark trait.

Wearing Armor

Putting armor on or taking it off takes time, and you usually can't do it in a fight.

Table 8-5: Donning and Removing Armor
CategoryDonRemove
Light1 minute1 minute
Medium5 minutes1 minute
Heavy5 minutes1 minute

You can sleep in armor with the comfort trait. Sleeping in any other armor leaves you fatigued the next day.

Armor Statistics

Every entry in Table 8-6 lists the following.

Price is what the armor costs, as described in Price.

Strength is the Strength you need to wear the armor without its check penalty. If your Strength is at least this value, you ignore the check penalty.

Check Penalty applies to Strength- and Dexterity-based skill checks, unless the skill action has the attack trait.

Speed Penalty is subtracted from all your Speeds. If your Strength meets the armor's Strength value, reduce this penalty by 5 feet.

Bulk is how heavy the armor is to carry, as described in Bulk. Worn armor counts as 1 less Bulk.

Group sorts armor by the way it is made. Some class features and runes refer to the group.

Traits are listed below the table.

Table 8-6: Armor
ArmorCategoryPriceStrengthCheck PenaltySpeed PenaltyBulkGroupTraits
Adventurer's clothingUnarmored1 sp———LClothcomfort
Padded armorLight2 sp+0——LClothcomfort
Leather armorLight2 gp+0−1—1Leather—
Studded leather armorLight3 gp+1−1—1Leather—
Chain shirtLight5 gp+1−1—1Chainflexible, noisy
Hide armorMedium2 gp+2−2−5 ft.2Leather—
Scale mailMedium4 gp+2−2−5 ft.2Composite—
Chain mailMedium6 gp+3−2−5 ft.2Chainflexible, noisy
BreastplateMedium8 gp+3−2−5 ft.2Plate—
Splint mailHeavy13 gp+3−3−10 ft.3Compositebulwark
Half plateHeavy18 gp+3−3−10 ft.3Platebulwark
Full plateHeavy30 gp+4−3−10 ft.4Platebulwark

Adventurer's clothing is not armor, but it is reinforced enough to hold runes as armor does. A character who fights unarmored usually wears it for that reason.

Armor Traits

Bulwark. The armor covers you so completely that it turns aside what would have found a gap. You gain a +1 item bonus to your Deflection while wearing it.

Comfort. The armor is comfortable enough to rest in normally.

Flexible. The armor moves with you. Its check penalty doesn't apply to Acrobatics or Athletics checks.

Noisy. The armor is loud. Its check penalty applies to Stealth checks even if your Strength meets the armor's Strength value.

Still Being Written

More armor traits are being written, and armor group specializations will come with them. Until then, the traits above are the whole list.