I thought I'd share this with you; it's rules for using helmets that we've used in some of our games. While RAW makes out helmets as part of the armor, we wanted a little more variation and a little more choice as to whether it's worth it or not.
Helmet fill the function of preventing critical hits. Though not all critical hits are against the head, a fair number are, and wearing a helmet can save your life from that orcish axe shop. Helmets are separated in two types: Open and Closed. Equipping a helmet is a move-equivalent action.
All helmets have a certain percent chance of absorbing a critical hit. Whenever this occurs, the damage is instead dealt to the helmet, and if it is destroyed, the rest of the damage is dealt to the wearer.
Open Helmets (such as a Galea) have a 10% chance of absorbing a critical hit. Open helmets do hinder sight and sound though, and the wearer suffers a -4 penalty to Spot and Listen checks due to this.
Closed Helmets (such as a Basinet) have a 20% chance of absorbing a critical hit. Closed helmets greatly hinder sight and sound though, and the wearer suffers a massive -8 penalty to Spot and Listen checks due to this. It's also quite hard to speak wearing a closed helmet, leading to a -4 penalty on diplomacy and checks and a 20% chance of miscasting any spells (same as being deaf). They are mostly made with a visor though, and can thus be used as an open helmet. Putting up or down the visor is a swift action.
Visored Helmets are a special case.
Masterwork Helmets: Masterwork helmets cause 1 less penalty to Spot and Listen. The cost of a masterwork helmet is the base price of the helmet +50 gp.
Enchanted Helmets: Helmets can gain an enhancement bonus much like how other armors can. The cost is as great as for other enchanted armor, but the effect is that for every +1 enhancement bonus, the chance of absorbing is increased by 5%. Also, hardness and hit points each increase by 1 for every point of enhancement bonus.
Helmet fill the function of preventing critical hits. Though not all critical hits are against the head, a fair number are, and wearing a helmet can save your life from that orcish axe shop. Helmets are separated in two types: Open and Closed. Equipping a helmet is a move-equivalent action.
All helmets have a certain percent chance of absorbing a critical hit. Whenever this occurs, the damage is instead dealt to the helmet, and if it is destroyed, the rest of the damage is dealt to the wearer.
Open Helmets (such as a Galea) have a 10% chance of absorbing a critical hit. Open helmets do hinder sight and sound though, and the wearer suffers a -4 penalty to Spot and Listen checks due to this.
Closed Helmets (such as a Basinet) have a 20% chance of absorbing a critical hit. Closed helmets greatly hinder sight and sound though, and the wearer suffers a massive -8 penalty to Spot and Listen checks due to this. It's also quite hard to speak wearing a closed helmet, leading to a -4 penalty on diplomacy and checks and a 20% chance of miscasting any spells (same as being deaf). They are mostly made with a visor though, and can thus be used as an open helmet. Putting up or down the visor is a swift action.
Visored Helmets are a special case.
Masterwork Helmets: Masterwork helmets cause 1 less penalty to Spot and Listen. The cost of a masterwork helmet is the base price of the helmet +50 gp.
Enchanted Helmets: Helmets can gain an enhancement bonus much like how other armors can. The cost is as great as for other enchanted armor, but the effect is that for every +1 enhancement bonus, the chance of absorbing is increased by 5%. Also, hardness and hit points each increase by 1 for every point of enhancement bonus.
Code:
[B] Arcane
Helmet Type Cost Hardness Hit Points Spell Fail Weight[/B]
Open Helmet (leather) 3 2 3 10% 2lbs
Open Helmet (reinforced) 6 5 5 10% 3lbs
Open Helmet (metal) 10 10 10 10% 5lbs
Closed Helmet (reinforced) 12 5 10 20% 5lbs
Closed Helmet (metal) 20 10 20 20% 8lbs