My first report focuses on the various suits of armor and enhancements that can be applied on them. After all one must be better safe than sorry!
I am adding my newest part here!
As I was saying... When calculating one's defenses, you might wish to keep in mind those factors!
- 10: Yes the number 10 is just very important and is everywhere! And I am *not* writing nonsense!
- Armor: from a simple cloth armor to a full plate armor.
- Shield: from the buckler to the tower shield.
- Dexterity: limited by your armor and/or shield, your agility will help you avoid blows.
- Natural: usually found on "things" with scales or hardened skin.
- Deflection: a "veil" that can keep attacks at bay (or not).
- Dodge: similar to your agility but quite different too. [S]
Part I: On Worn Armor - Materials and Effects
In the world of Eberron, various substances and materials possess magical or special innate properties that when forged, enhance a suit of armor greatly to the wearer's benefit.
These are but a few:
Adamantine: This ultrahard metal adds to the quality of a weapon or suit of armor. Armor made from adamantine grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor.
Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal.
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
This is a list containing armors created by normal materials and mithral.
Light Armor:
- Mithral Chain Shirt --- +4 Armor/+6 Max. Dex. Bonus/0 Penalty/10% Spell Failure.
[Max AC: 10-15] - Mithral Breastplate -- +5 Armor/+5 Max. Dex. Bonus/-2 Penalty/15% Spell Failure.
[Max AC: 10-15] - Padded Armor -------- +1 Armor/+8 Max. Dex. Bonus/0 Penalty/5% Spell Failure.
[Max AC: 09-14] - Mithral Chainmail ---- +5 Armor/+4 Max. Dex. Bonus/-2 Penalty/20% Spell Failure.
[Max AC: 09-14] - Mithral Scale Mail ---- +4 Armor/+5 Max. Dex. Bonus/-2 Penalty/15% Spell Failure.
[Max AC: 09-14] - Leather Armor -------- +2 Armor/+6 Max. Dex. Bonus/0 Penalty/10% Spell Failure.
[Max AC: 08-13] - Studded Leather ----- +3 Armor/+5 Max. Dex. Bonus/-1 Penalty/15% Spell Failure.
[Max AC: 08-13] - Chain Shirt Armor --- +4 Armor/ +4 Max. Dex. Bonus/-2 Penalty/20% Spell Failure.
[Max AC: 08-13]
Mithral Chain Shirt is the way to go if one can reach his Dexterity to 22-23 in order to avoid possible Check Penalties to most dexterity based skills. The next best choice is the Mithral Breastplate, Padded Armor and the Mithral Chainmail, still clearly dependant on the wearer's Dexterity.
Medium Armor:
- Mithral Full Plate ----- +8 Armor/ +3 Max. Dex. Bonus/-4 Penalty/25% Spell Failure.
[Max AC: 11-16] - Mithral Half Plate ---- +7 Armor/+2 Max. Dex. Bonus/-5 Penalty/30% Spell Failure.
[Max AC: 09-14] - Mithral Banded Mail -- +6 Armor/+3 Max. Dex. Bonus/-4 Penalty/25% Spell Failure.
[Max AC: 09-14] - Mithral Splint Mail ---- +6 Armor/+2 Max. Dex. Bonus/-5 Penalty/30% Spell Failure.
[Max AC: 08-13] - Breastplate Armor ---- +5 Armor/+3 Max. Dex. Bonus/-4 Penalty/25% Spell Failure.
[Max AC: 08-13] - Hide Armor ------------ +3 Armor/+4 Max. Dex. Bonus/-3 Penalty/20% Spell Failure.
[Max AC: 07-12] - Scale Mail Armor ---- +4 Armor/+3 Max. Dex. Bonus/-4 Penalty/25% Spell Failure.
[Max AC: 07-12] - Chainmail Armor ----- +5 Armor/+2 Max. Dex. Bonus/-5 Penalty/30% Spell Failure.
[Max AC: 07-12]
Heavy Armor:
- Full Plate ------------- +8 Armor/ +1 Max. Dex. Bonus/-6 Penalty/35% Spell Failure.
[Max AC: 09-14] - Half Plate ------------ +7 Armor/+0 Max. Dex. Bonus/-7 Penalty/40% Spell Failure.
[Max AC: 07-11] - MBanded Mail -------- +6 Armor/+1 Max. Dex. Bonus/-6 Penalty/35% Spell Failure.
[Max AC: 07-11] - Splint Mail ------------ +6 Armor/+0 Max. Dex. Bonus/-7 Penalty/40% Spell Failure.
[Max AC: 06-10]
Best armors by Dexterity Score
Alright then! Let us look at what is better for you to wear depending on how agile you are and of course the proficiencies you have. I will take armors of exactly the same enhancement bonus (all +1 or all +5) so that only the basic modifiers are taken into account.
- 10-11 (+0): Full Plate Armor. You would better have a better dexterity if you do not have Heavy Armor proficiency. A +4 or better dexterity item would greatly help you here.
- 12-13 (+1): Full Plate armor.
- 14-15 (+2): Mithral Full Plate. Try to raise your dexterity by one more modifier (16-17) in order to take full advantage of the maximum dexterity bonus of the armor.
- 16-17 (+3): Mithral Full Plate.
- 18-19 (+4): Mithral Breastplate. Try to raise your dexterity by one more modifier (20-21) in order to take full advantage of the maximum dexterity bonus of the armor.
- 20-21 (+5): Mithral Breastplate.
- 22-23 (+6): Mithral Chain Shirt.
- 24-15 (+7): Mithral Chain Shirt.
- 26-27 (+8 ): Mithral Chain Shirt.
- 28-29 (+9): Mithral Chain Shirt.
- ...
Unique and Exceptional items
Below follows a list of various armors that are exceptional in their own kind. Some are extremely rare, and others are simply, unique. Be happy in case you already possess one! I will only point armors that enhance armor greatly, not other aspects, such as skills.
- Kundarak Delving Suit: A +5 Mithral Chain Shirt with multiple add-ons. Sister Anaya owns one of those rare pieces of armor.
- Ironweave Robe: A robe that provides armor and has no maximum dexterity modifier is a must have if your Dexterity modifier is higher than +6. Mages can use it too sure, but rogues and rangers appear to have a particular liking to it.
- Platemail of Giants: Eventhough the armor it provides is much less than other armors, this Full Plate armor can soak even more damage that Adamantine can.
- Shining Adamantine Plate: An adamantine full plate that not only renders the wearer invulnerable to poisons and able to soak damage by most attacks, but also the magnetism he might need in battle, to rally troops or send undead back to their graves.
- Stonemeld Plate Armor: IF the Platemail of Giants was lacking something, it was enhanced protection; however this piece of armor provides the wearer with the ability to soak more damage than adamantine, more protection and the ability to pass unseen. Eraleas of the Shards possesses this suit of armor.
- Black Widow Bracers: An armor in its own right! Those bracers of armor can provide the wearer with a good amount of armor, sometimes more effective than his very armor. Celeena of the Shards runs around wearing those bracers and a robe.
- Jeeka's Spangle: So you cannot afford, either the bracer slot or the body slot to protect yourself. What could you weat instead? Jeeka's Spangle of course, an item that takes hold of your trinket slot and provides a +2 Armor bonus. It has been said that the trinket drops in a Stealthy Reposession...
Next Part: Special Cases - Fighters who Cheat & Tin-Can reactions to Docents

