A character’s **Armour Class (AC) = 10 + armour AC bonus + Dex mod** (if any). Heavier armours impose penalties on certain actions, as indicated below. **Animal barding** costs five times the price of human armour. For **random armour**, roll 1d6: 1-2 Light, 3 Medium, 4 Heavy, 5-6 Shield. ## Armour | 1d6 | Type | Supply | Cost | Traits | | --- | ---------------------------------------------------- | -------- | ------ | ------------------------------------------------------------------------------------------------------------------------------------------ | | 1-2 | **Light**<br>Leather, hide, robes, etc. | Common | 5 sp | **+1 AC.** <br>No penalties. | | 3 | **Medium**<br>Chain shirt, breastplate, bone, etc. | Uncommon | 40 sp | **+3 AC.** <br>-2 penalty on stealth and swimming-related checks. | | 4 | **Heavy**<br>Plate mail, chain mail, ring mail, etc. | Rare | 100 sp | **+5 AC.**<br>As above, plus -2 penalty on running and climbing-related checks. Ignore negative Dex mod to AC. | | 5-6 | **Shield** | Common | 20 sp | **+1 AC**<br>PC may use a shield to negate a single directional attack against them, be it a sword strike, lightning bolt, or dragon bite. | ## Shields Shields cost **20 sp** and provide **+1 AC.** Once per adventure, a PC may use a shield to negate a single directional attack against them, be it a sword strike, lightning bolt, or dragon bite. To use this ability, a player simply declares that the shield **negates the hit or damage.** The shield is **destroyed** in the process. **Magical and adamantine shields** are not destroyed but cannot be used again in this manner until repaired at a village or similar location (at a cost of 50 sp). Unless the GM determines otherwise, they continue to provide a +1 AC bonus.