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Armor

Designing Armor:

All normal armor is designed using a base point buy system to determine their statistics and any special properties that the armor has. Every armor has 8 points, and you use the table below to determine their Armor Class, Maximum Dexterity, Armor Class Penalty, Spell Failure Chance, Movement Penalty, and any special bonuses or properties they have. Rare properties require the wearer to of taken the rare armor talent or they are not considered proficient in the armor. In addition when you take the rare armor talent you gain 3 additional points when designing your armor. Once the armor is created these points can not be changed without reforging the armor or making a completely new set of armor.  

Armor Cost And Weight:

The weight of an armor is calculated by taking the AC bonus of the armor + the ACP of the armo - the Max Dex of an armor * by 5 ((ACB+ACP-MD)*5). Armor has a minimum weight of 5lbs before size modifiers.   To calculate the material cost of the armor, you multiply the cost of the material used by the weight of the armor. For example a pound of iron is typically 1 silver pieces, so a set of armor that weights 10 lbs would cost 1 gold.   If purchasing the armor from a merchant, the average cost is equal to material cost plus the hiring cost per the Hireling rules for a crafter of a skill level that could make the armor. The cost of the hireling is based on the base time to craft the armor before any reductions. Crafters who can finish the project faster than normal may even upcharge by 50% or more as appropriate.  

Armor Class Bonus (ACB):

Armor Class Bonus or ACB is the bonus provided by armor and shields to a characters Armor Class to defend against being hit by physical attacks. Some attacks, such as touch attacks or combat maneuvers typically ignore a characters ACB unless otherwise noted by the armor or ability they possess.  

Maximum Dexterity (MD):

This is the Maximum Dexterity mod you can benefit from while wearing the armor. If you are wearing armor and a shield you take the lowest of the two's MD.  

Armor Check Penalty (ACP):

Armor check penalty is the penalty that armor applies to any physical based adventuring skill. These penalties can cause the skill to go into the negatives if the penalty is high enough. Some abilities and armors allow you to ignore the ACP for specific skills or under specific circumstances. If the ACP of the armor is equal to or higher than the combined total of the wearers Skill Rank Bonus in a martial skill, Traits, Racials and the Attribute Modifier used in that skill the armors ACP applies to that skill.  

Spell Failure (SF):

Spell Failure is a percentage chance that when casting magic your armor interferes with the process, and the spell fails to cast. If a spell does fail to cast due to spell failure it is treated as if having failed by more than 5 for the purposes of saving mana with mana control  

Movement Penalty:

Some armors weight causes the wearer to move more slowly, providing a penalty to all movement types equal to the listed number. This penalty can not reduce you below 5 feet of movement, however if it would that movement now provokes no matter what.  

Damage Reduction (DR):

Any physical armor class bonus, such as from armorgives an amount of DR equal to half the ACB provided, rounded down at base. Some properties, such as the shield property or natural armor gives full scaling of the DR instead of half.  

Donning Armor:

Armor is not easily equipped and requires a number of minutes equal to ACB+ACP-MD of the armor to put on. If you have an assistant when putting on your armor this reduces the time by half for each assistant (Maximum of 2). Finally you may attempt to don the armor hastily, taking a number of rounds to equip the armor instead of minutes, however you treat the armor as providing half the benefits.

Armor Costs

ACB MD ACP Spell Failure Movement Penalty Special Bonus
Bonus Cost Bonus Cost Penalty Cost Penalty Cost Penalty Cost Bonus Cost
0 0 0 0 0 1 0% 2 0 ft 1 0 0
+1 1 +1 1 -1 0 5% 1 -5 ft 0 +1 1
+2 2 +2 2 -2 -1 10% 0 -10 ft -1 +2 2
+3 3 +3 3 -3 -2 15% -1 -15 ft -2 +3 3
+4 6 +4 5 -4 -3 20% -2 +4 4
+5 7 +5 6 -5 -4 25% -3
+6 8 +6 7 -6 -5 50% -4
+7 11 -7 -6
+8 12 -8 -7
+9 13

Properties

Bonus Cost
Barding 0
Duelist 1
Mana Weave 1
Acrobatic 1
Jet Stream 1
Clawed 1
Equestrian 1
Padded 2
Pocketed 1
Covering 1
Bulwark 2
Deflecting 2
Plated 1
Protective 2
Maneuverable 1
Cushioned 1
Wrestler 1
Bracing 1
Fending 2

Shield Rules

Shields use the same 8 point buy as armor, however they have their own point cost and properties seperate from armor. Every shield must have one of the Shield Type properties. Shields provide their full ACB to DR.  
Reduced Shield Effectiveness
In certain circumstances shields can provide reduced effectiveness. When a character wielding a shield is flanked, grappled, entangled, prone, or otherwise physically restricted they treat their shields ACB as half, rounded down.  

Shield Costs

ACB MD ACP Spell Failure Movement Penalty Special Bonus
Bonus Cost Bonus Cost Penalty Cost Penalty Cost Penalty Cost Bonus Cost
0 0 0 0 0 2 0% 3 0 ft 1 0 0
+1 2 +1 1 -1 1 5% 2 -5 ft 0 +1 1
+2 3 +2 2 -2 0 10% 1 -10 ft -1 +2 2
+3 4 +3 4 -3

-1

15% 0 -15 ft -2 +3 4
+4 7 +4 5 -4 -2 20% -1 +4 6
+5 8 +5 6 -5 -3 25% -2
+6 9 +6 7 -6 -4 50% -3
+7 12 -7 -5
-8 -6

Shield Properties

Type Cost
Buckler 2
Targe 3
Kite Shield 3
Heater Shield 3
Tower Shield 2
Bonus Cost
Bracing 2
Spiked 2
Quick Release 1
Stalwart 1

Rare Properties:

Bonus Cost
Super Heavy 4
Battle Mage 2
Gladiatorial 2

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