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Armors and Shields

De Runarcana Wiki
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This Article is in accordance with the version 0.94 of Runarcana RPG

The world of Runeterra is a vast tapestry composed of many different cultures, each with its own level of technology. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chainmail, and all the way up to the full plate armor, with several other types of armor in between.

Damage Reduction

The Damage Reduction of an armor reflects the natural reduction in damage granted with variation in the armor's composition. This reduction reflects the damage absorption provided by the armor, which acts passively.

In addition to armor, Constructs also have an inherent damage reduction in their Adjustable Protection even when using light protection. Damage Reduction is a feature of all armors, however, light armors usually do not receive this benefit, except when made of certain specific materials that can provide this benefit.

The damage reduction provided by armors works by reducing the base damage received by the final value of this DR. For example, a Full Plate Armor has a base DR of 5. If the wearer has the Enhancement "Heavy Armor Specialist," they add +1 to this damage reduction, effectively making it 6. Therefore, they will reduce the damage received by this value.

When a target receives damage to which they have resistance or vulnerability, the DR value is the first to be applied. For example, a target with DR 5, if they have resistance to bludgeoning damage, upon receiving 20 points of that type of damage, they first reduce the damage from 20 to 15 due to their armor and then to 8 due to their resistance. The same target, having vulnerability to bludgeoning damage, upon receiving the 20 points of damage, first reduces it to 15 due to their armor and then increases it to 30 due to their vulnerability. Magical items and armors can add bonuses to a character's DR, and when this happens, if it comes from more than one source, the bonus is cumulative.

Armor Table

The Armor table gathers the most common types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors complement their armor with a shield.

The Armor table shows the cost of the armor, the weight, and other properties of the most common types of armor used in the world of Runeterra.

Armor Proficiency. Anyone can put on armor or strap a shield to their arm. However, only those proficient in the use of armor know how to use them effectively. Your class grants proficiency with certain types of armor. If you wear armor that you are not proficient in, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you cannot cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you use determines your base Armor Class.

Defense Modifier. This armor allows both Dexterity and Strength to be added to its defense modifier.

Damage Reduction (DR). The DR column of the Armors table presents the base Damage Reduction of the armor. Damage Reduction reduces all physical and elemental damage types, but does not reduce spiritual damage, true damage, and other types of damage indicated in the Exception column. Values after the slash represent Resistance to a specific type of damage.

Exception. The Exception column in Armors represents types of damage to which only half of the total RD value is applied. A person wearing an armor that has 6 RD and Exception (Electric), when receiving 10 damage, reduces this damage by only 3. Damage caused by a Mercurial's Sneak Attack is considered an Exception. If the damage of this attack is of the same type as an Exception, the RD is ignored.

Heavy Armor. Heavy armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed value.

Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the user has disadvantage on Dexterity (Stealth) checks.

Shield. A shield is made of wood or metal and is used with one hand. Wielding a shield increases your Armor Class by a value specified by the type of shield. You can only benefit from one shield at a time.

Armors and Shields
Name Price Armor Class DR Strengt Stealth Weight Exception
Light Armors
Padded 5 GP 11 + Dexterity Modifier - - Disadvantage 4 Kg -
Leather 10 GP 11 + Dexterity Modifier - - - 5 Kg -
Studded Leather 45 GP 12 + Dexterity Modifier - - - 6,5 Kg -
Medium Armors
Hide 10 GP 12 + Dexterity Modifier (max +2) 1 - - 6 Kg Acid
Chain Shirt 30 GP 13 + Dexterity Modifier (max +2) 1 - - 10 Kg Electric
Scale Mail 50 GP 14 + Dexterity Modifier (max +2) 1 - Disadvantage 22,5 Kg Electric
Breastplate 400 GP 14 + Defense Modifier (max +2) 1 - - 10 Kg Electric
Placas Parcial 750 PO 15 + Defense Modifier (max +2) 1 - Disadvantage 20 Kg Electric
Heavy Armors
Ring Mail 30 GP 15 1 - Disadvantage 20 Kg Electric
Chain Mail 75 GP 16 2 13 Disadvantage 27,5 Kg Electric
Scale Armor 200 GP 17 2 15 Disadvantage 30 Kg -
Plate Armor 1.500 GP 18 3 15 Disadvantage 32,5 Kg -
Special Armors
Runic Steel Breastplate - 14 + Dexterity Modifier (max +2) 2/5 magic - - 10 Kg -
Voidborn Second Skin - 14 + Dexterity Modifier (max +2) 1/4 magic - - 0,25 Kg Acid
Voidborn Breastplate - 16 + Dexterity Modifier (max +2) 2/5 magic - - 2 Kg Acid
Shields
Buckler 1 GP Special - - - 1 Kg -
Light Shield 5 GP 1 - - - 3 Kg -
Heavy Shield 15 GP 2 - 13 - 7 Kg -
Tower Shield 50 GP +2, Special - 13 Disadvantage 15 Kg -

Light Armor

Crafted from flexible and thin materials, light armors favor agile adventurers, as they provide some protection without sacrificing mobility. If you don light armor, it adds your Dexterity modifier to the base number of your armor type to determine your Armor Class.

Padded. The padded armor consists of layers of padded and quilted cloth.

Leather. The breastplate and pauldrons of the leather armor are made of leather that has been hardened after being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded Leather. Made of sturdy yet flexible leather, the studded leather armor is reinforced with studs or spikes.

Medium Armor

Medium armors offer more protection than light armors, but also hinder movement more. If a character wears medium armor, they add their Dexterity modifier, up to a maximum of 2, to the base number of their armor type to determine their Armor Class.

Hide. A hide armor is a crude armor consisting of thick hides. It is commonly used by barbarian tribes, evil humanoids, and other peoples who lack access to the tools and materials needed to create a better armor.

Chain Shirt. Made of interlocking metal rings, a chain shirt is worn beneath layers of clothing. This armor offers modest protection to the upper body of the wearer and allows the sound of metal rings rubbing against each other to be dampened by the outer layers.

Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The set includes gauntlets.

Breastplate. This armor consists of a piece of metal worn with flexible leather on the inside. Although it leaves the wearer's legs and arms relatively unprotected, this armor provides good protection for their vital organs, leaving them relatively unrestricted.

Partial Plates. This armor is composed of molded metal plates that cover most of the body. It does not include leg protection beyond greaves secured with leather straps.

Heavy Armors

Of all armor categories, heavy armor provides the best protection. These armors cover the entire body and are designed to protect the wearer from a wide variety of attacks. Only proficient warriors can handle their weight and bulk. Heavy armor does not allow the wearer to add their Dexterity modifier to their Armor Class, but it also doesn't penalize them if their Dexterity modifier is negative.

Ring Mail. This armor is made of interlocking metal rings and is worn between layers of clothing. This armor provides modest protection to the upper body of the wearer and allows the sound of the metal rings rubbing against each other to be muffled by outer layers.

Chainmail. Made of interlocking metal rings, chainmail includes a layer of padded fabric worn underneath the metal mesh to prevent chafing and cushion the impact of blows. The set includes gauntlets.

Scale Armor. This armor is made of vertical strips of metal, riveted to a leather backing and worn over a padded garment. Flexible chain mail protects the joints.

Plate Armor. Plate armor consists of molded metal plates that cover the entire body. It includes heavy leather gloves, boots, a helmet with a visor, and thick layers of padding underneath the armor. Buckles and leather straps distribute the weight along the body.

Shields

Buckler. This small shield can be strapped to your forearm, leaving your hand free to hold an object and wield a weapon. When you are targeted by an attack, you can use your reaction to increase your AC by +1 until the start of your next turn.

Light Shield. This wooden shield is strapped to the forearm, leaving the hand free. The user can hold an object in the hand behind the shield, but cannot wield a weapon.

Heavy Shield. This steel shield is attached to the forearm and must also be held firmly, preventing the user from using that hand. While using this shield, you decrease your movement speed by 5 feet.

Tower Shield. Very tall and wide, this shield is capable of covering almost the entire body of the user. A tower shield cannot be used while mounted. When using this shield, creatures 5 feet behind it receive half cover bonus, including you, but you don't gain advantage on Dexterity checks. While using this shield, you reduce your speed by 5 feet, and your Dexterity checks and saves, passive or not, have disadvantage.

Hanging a Shield

With the exception of bucklers, every shield comes with a strap so that you can hang them on your back.

Getting In and Out of Armor

Wearing and Removing Armor
Category Wearing Removing
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

The time it takes to don or doff a suit of armor depends on its category.

Don. This is the amount of time required to don a suit of armor. You only benefit from the armor's AC if you spend the full time to doff or don the complete set.

Doff. This is the amount of time required to remove a suit of armor. If someone helps you, reduce this time by half.