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Misc. Weapon & Armor Rules

Two Handing Melee Weapons

Any non light melee weapon may be wielded with two hands even if it does not possess the two handed property. While wielding a melee weapon in two hands increase the amount of damage from strength by 50%, this does not apply if using a different stat for damage. In addition, some talents may have an increased effect while using a two handed weapon.  

Bows and Thrown Weapon Damage

Ranged weapons that use a wielders physical power to use, such as bows and thrown weapons, add the wielders Strength modifier to damage dealt. However, these weapons do not gain bonus damage from being wielded in two hands at base.  

Shields Situational AC Reductions

Under certain tactical situations, the bonuses provided by shields are reduced. Whenever a shield user is flanked, the AC bonus provided by the shield is reduced by 50% rounded down against the flanking enemies. In addition, whenever a shield user is prone, grappled, entangled, or blind the AC bonus provided is reduced by 25% rounded down. These situational reductions can stack, potentially lowering the AC bonus of the shield to zero. Other circumstances may also lower the AC bonus provided by a shield, at GM discretion.  

Weapon Proficiency

Attempting to wield a weapon that the user is untrained in applies the following nonproficiency penalties. All attacks made are at disadvantage. In addition, the wielder gains no benefits from quality or material bonuses of the weapon.  

Armor Upkeep Rules (Optional)

During combat armor takes wear and tear as it defends it's wearer. Whenever an attack would hit an armored user, their armor takes an amount of damage equal to the minimum damage of the attack. This damage includes magical and nonmagical damage. After determining the minimum damage of the attack, it is reduced by the hardness of the armor. Area of effect damage is half as effective to damaging armor. If using a shield, the damage applies to the shield first, needing to break or destroy the shield before applying to worn armor. Some forms of damage such as precision, most poison, and some energy types such as postive/negative energy do not damage armor naturally.   As an additional optional rule, armor may take partial damage from missed attacks as well as attacks that hit. If an attack misses it's target due to armor or shield AC bonuses, that object takes half the minimum damage as calculated above. To determine if an attack misses due to armor, compare the attack roll to the target's AC value in the following order. From lowest to highest, Dex/Dodge/Natural, AC from Shield, AC from Armor, Magical and other AC bonuses. For example, a creature with an 18 AC (10 base +2 Dex + 4 Armor +2 Shield) is missed with a attack that rolled a 13 causing the shield to take the partial damage from the attack. If the attacker had rolled a 15 it would apply to the armor instead.   For rules on how to repair armor go to Base Crafting and Quality Rules

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