Armor
Base Armor
Armor Type | Armor Class | Base Cost | Other |
---|---|---|---|
None | 10 + Dex | 0 | |
Light | 10 + prof + Dex | tbd | |
Heavy | 10 + prof + Str | tbd | Fortification, 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
Quality | Effect | Level | Cost |
---|---|---|---|
Poor | -1 AC | 0 | tbd |
Fine | +1 AC | 4 | tbd |
Superior | +2 AC | 8 | tbd |
Exceptional | +3 AC | 12 | tbd |
Masterwork | +4 AC | 16 | tbd |
Legendary | +5 AC | 20 | tbd |
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