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Armor

Armor can do two things: absorb damage and deflect blows.

Light armor is good at damage absorption, but minimally useful for deflecting blows.

Heavy armor is great at both.

Base Armor

Armor TypeArmor ClassBase CostOther
None10 + Dex0
Light10 + prof + Dextbd
Heavy10 + prof + StrtbdFortification, Stealth disadvantage
  • "Prof" is your proficiency bonus, if proficient in that armor type
  • Fortification means that a confirmation roll is required to inflict critical hits against you. Example:
    • You are proficient with heavy armor and have an AC of 10 + prof (+3) + Str (+3), or 16.
    • Enemy attacks you, rolling a natural 20, hitting automatically with a critical hit.
    • Since you have Fortification, the enemy must roll another attack.
      • If that attack misses your AC, the original hit still succeeds, but is not a critical hit.
      • If the confirmation attack hits your AC, the critical hit succeeds, inflicting critical damage.

Exceptional Quality

QualityEffectLevelCost
Poor-1 AC0tbd
Fine+1 AC4tbd
Superior+2 AC8tbd
Exceptional+3 AC12tbd
Masterwork+4 AC16tbd
Legendary+5 AC20tbd

Exceptional Materials

Normal armor is made of materials ideal for ordinary use cases, costing a reasonable amount. For example:

  • Light armor typically uses dense cloth, leather, hide, fur, and/or bone.
  • Heavy armor typically uses iron and steel, bonded to a heavy base of dense cloth and/or leather.

There are other materials that can be used, which have their own advantages and disadvantages.

TBD

Magical Enhancements

  • Glamered
  • Silenced
  • Invisibility
  • Etherealness
  • Summonable
  • Invulnerability
  • Energy Resist