Armour (D&D 3.5)

This article contains Armour and rules associated with them.
Only the equipment found in this list exists in the world of Night's Edge.
== Damage Conversion ==
Armour, in addition to adding a bonus to AC, also converts lethal damage from physical attacks into nonlethal damage. (Shields provide a shield bonus to AC, as normal, but do not convert damage.)
Each time an armour-wearing character is struck by an attack that deals lethal damage, the amount of damage dealt to the character is reduced by an amount equal to the armour bonus (including enhancement) of the armour worn. The character takes an equal amount of nonlethal damage.
For example, while wearing +1 full plate (total armour bonus +9), Tordek is struck by an arrow for 6 points of damage. Since the armour can convert up to 9 points of damage per attack, the entire 6 points is converted from lethal damage to nonlethal damage.
Tordek’s hit point total remains the same, but he increases his nonlethal damage total by 6 points. Later, a hill giant strikes Tordek for a whopping 22 points of damage. The armour converts 9 points of this damage to nonlethal damage, but the remaining 13 points are deducted from Tordek’s hit points.
Natural armour is not affected by this rule.
[mainly because really only monsters have natural armour and are supposed to be killed and when a situation arises where it becomes an important factor, I will come up with something]
--Araxiel 1911 (talk) 20:58, February 27, 2014 (UTC)
=== Exceptions ===
Damage that is not affected by damage reduction (energy damage and the like) is not converted.
When attacking, you can take a -4 to attack bonus to try to hit lethally, in which case a successful hit becomes lethal damage.
This also applies to special attacks such as sneak attacks.
Category:D&D 3.5
Category:D&D 3.5 Rules
Category:D&D 3.5 New Players
Category:D&D 3.5 Equipment