In addition, field plate armor has the ability
to absorb damage. For
every die of damage that would be inflicted upon the wearer from any
attack, physical or magical, the armor will absorb 1 point of that
damage.
(On a damage die roll of 1, the wearer would take no damage.)
For example, the armor will absorb 1 point of damage from the strike
of a long sword, and the damage from an ice storm (3-30, or 3d10)
would be reduced by 3 points, and the damage from the breath
weapon of a 9 HD dragon is reduced
by 9 points. However, after the
armor absorbs 12 points of damage in this fashion, it is damaged and
must be repaired. Until repairs are made, it cannot absorb further
damage and is considered one armor class worse in protective power.
Damaged field plate armor may be repaired by a trained armor at a
cost of 100 gp per point of absorbing power restored, and one day of
time per point restored.
BULK: fairly
WEIGHT*: 55#
BASE MOVEMENT: 6#
COST: 2000 gp
PP: -100
OL: -80
FRT: -80
MS: -100
HS: -110 (req. cloak)
HN: -70
CW: -99.9 (WSG: -20, a character
in anything heavier than chain cannot climb any severe slope or cliff)
[DEX bonuses do not apply
when wearing chain or heavier] <check and clarify: this only applies
to thief abilities>
TW: -100%
PV: -18'
HJ: -18'
BJR: -10'
BJS: -20'
TA: -50%
TE: -50%
TF: -50%
PT, <0: +x
PT, 0-30: +x
PT, 31-75: +x
PT, 76+: +x
PUMMEL DAMAGE: -x% (protection)
GRAPPLE 'AC': +x% (penalty)
GRAPPLE DAMAGE: -x% (protection)
* Assumes human-size.