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Armor and Armor Class

This section refers to the armor which is equipable on the torso of your character. Boots, Helmets, Gloves, Jewelry, etc. do not change armor class unless such an effect is specified. You may not use any class abilities while using an armor type you are not proficient in.    

Armor

  Armor serves as the first line of defense for any adventurer and it is important to know how wearing different types of armor affects the vulnerability of your character. Light armor can be worn under clothing while Medium and Heavy armor cannot be concealed. Depending on the armor class, your AC can fluctuate based on their stats.  

Clothing

  If you are not wearing armor you wear clothing*. All clothing has a base AC of 6 and incurs no special effects not specified by the clothing itself. Clothing gives no reaction benefits and little damage reduction but may be your only option should you lack proficiency in other armor types. You may not use any class abilities while using an armor type you are not proficient in. Attacks that fail to beat Clothing AC are reduced by half.     

Light Armor

    Light Armor allows the wearer to move freely in combat and is made to offer some protection while not hindering movement. This allows users to use the Dodge reaction. Players proficient in Light Armor are able to dodge during combat an amount equal to their Proficiency Bonus. After expending these dodges, they will not be able to dodge attacks until the end of combat. Area Effects that require a dexterity save to avoid damage consume a dodge if one is available. When using a dodge, the player must roll better than the attacking roll using their AC Modifyer which calculates as a normal skill modifier. (Ex. Ac 13 = +1 15 = +2 etc)   Without a dodge, the AC provided by the armor is 10+Dexterity Modifier. Attacks that do not meet this threshold are reduced by half.    

Medium Armor

  Medium Armor serves to reduce some damage while not being as cumbersome. Medium armor does not allow for the Dodge action unless as an effect of an AOE spell which specifies a chance to evade damage. Medium armor is modified by a user's Dexterity Modifier to a maximum of +3. Physical attacks and magical attacks that do not surpass the AC provided by the armor are reduced by half. This blocking effect stacks with other character resistances.    

Heavy Armor

Heavy armor has the most damage mitigation potential but harbors the most barriers to use. Users of Heavy armor suffer a base disadvantage on stealth checks and suffer a movement reduction of 10ft. The AC provided by heavy armor is not negatively or positively affected by dexterity. All Heavy armor has a base strength requirement. If this requirement is not met, player characters may still use the armor but suffer a double movement penalty and must make a strength check following their turn or become Prone. Physical Attacks must beat the AC provided by the armor or be completely negated, Magical attacks are half as effective if they fail to meet the AC.       Armor is character-specific and good armor is tailored to the person wearing it. Therefore, armor that is scavenged and worn can be considered to be "improvised armor" which lowers the wearer's movement speed by 10feet and may catastrophically fail upon absorbing a blow. Discovered armor can be tailored if brought to an artisan that provides such service.         *If you are wearing nothing, your AC is 0

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