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Armor Types and Calculating AC

Quick Links: External link opens in new tab or windowMartial Arts AC Modifiers


OverviewHow the numbers are crunched

In most melee combat, armor can be a very useful thing.  A modern day example of armor is a S.W.A.T. team's bullet-proof vests that cover their chests and abdominal regions.  Through the use of armor, a sword's cutting blade has less chance of reaching the character's skin, and the bruising shock of clubs and staves are distributed over a larger area, thus dispersing the blow.


Many character classes have limitations on what kind of armor they can wear.  For example, Gunslingers and Protectors may not wear metal armor.  Other classes, such as Warrior and Cavalier, may maximize their protection without limit.


The worst armor class is 10, for a bare naked Changeling or Elven individual, whereas the most damage deflecting armor has a rating of AC(+10), thus giving the wearer an AC(0) rating.  The value of the armor is cumulative with the base armor class.  Thus a Human wearing leather armor, AC(+2), would have an AC of 7, while a Dwarf wearing the same armor would have AC(6) since their base armor class is 8. 


The use of a small shield improves armor class by 1, whereas a large shield improves armor class by 2. Carrying these items slows the character by one point of speed, due to bulk. A helmet improves AC by 1, but may obscure peripheral vision (thus the character has -1 to performing visually intensive tasks.


The complete calculation for armor class includes:

    • Base AC
    • Physical armor
    • Helmet and shield (if worn)
    • Dexterity modifiers
    • Martial arts (if applicable)
    • Magical items (rings, amulets, etc)
    • Spells (usually temporary bonuses)
    • Situational modifiers (blinded, drunk, etc.)

Natural ArmorVarying toughness of skin

It is helpful to know one's natural armor class. After all, characters might suit-up for battle but they often go around town in regular street clothes. The toughness of one's skin depends on one's racial stock. Changelings and Elves have the thinnest skin while Dwarves and Werites are have the toughest skin. Constructs are a different matter entirely, as their natural armor class is dependent upon their construction materials (ie. a wooden Construct would absorb less damage than a steel Construct).


RaceBase Armor Class
Changeling10
ConstructVaries by construction material
Dwarf8
Elf10
Fey9
Human9
WeriteWerewolf: 9
Werecat: 9
Werebear: 8
Weredragon: 8


It is often helpful to know one's natural armor class. After all, most characters only suit-up for combat. When carousing around town, most characters are going to be wearing street clothes. Why is that? Armor is heavy and generally uncomfortable. Very heavy armor (such as plate mail) cannot be slept in, and it certainly makes going to the bathroom a daunting chore. The characters will, more often than not, be relying primarily on their natural AC and Dexterity modifiers (shown below) when ambushed in-town or taken unawares while camped out for the night. 


Dexterity AC Modifier   Dexterity AC Modifier
1 -7   18 +4
2 to 3 -5   19 +4
4 to 5 -2   20 +5
6 to 7 -1   21 +5
8 to 13 0   22 +6
14 to 15 +1   23 +6
16 +2   24 +7
17 +3   25 +8


Physical ArmorLeather, chain, plate, etc.

Table: Armor Types

Type

AC

Cost

Weight

Type

Commonality

Chain Mail

AC+5

82 CP

45

Medium

Common

Full Plate Mail

AC+8

2.5 GP

80

Heavy

Very rare

Heavy coat (fur or hide)

AC+1

Varies

Varies

Clothing

Depends on material

Helmet

AC+1

4 CP

1.5

-

Common

Hide Armour

AC+3

25 CP

19

Light

Common

Hybrid mail

AC+4

48 CP

30

Medium

Hard to Find

Kevlar, heavy

AC+8

7 GP

14

Medium

Almost impossible to find

Kevlar, light

AC+5

5 GP

10

Light

Very rare

Leather

AC+2

32 CP

15

Light

Common

Leather jacket (fashion weight)

AC+1

8 CP

2.5

Clothing

Common

Metal chest plate

AC+1

10 CP

4

Light

Common

Padded or Quilted

AC+2

2 CP

5

Light

Common

Ring Mail, coarse radius

AC+3

50 CP

28

Medium

Common

Ring Mail, tight radius

AC+4

75 CP

35

Medium

Common

Scale Mail

AC+6

52 CP

55

Heavy

Hard to find

Shield, large

AC+2

15 CP

6.5

-

Common

Shield, large, w/ targ

AC+2

30 CP

7.5

-

Common

Shield, small

AC+1

10 CP

4

-

Common

Shield, small, w/ targ

AC+1

20 CP

5

-

Common

Shock Armor

AC+6

1 PP

10

Light

Almost impossible to find

Studded Leather

AC+3

42 CP

23

Light

Common

Three-quarter Plate

AC+7

2 GP

62

Heavy

Very rare

The "AC+x" rating measures the efficacy of the armour.  Thus, for instance, a Dwarf in chain mail would have AC(3) because his natural armour class is 8, and the chain mail (AC+5) adds 5 to his rating.

Situational ModifiersMiscelanious factors that affect AC

Armour Type and Maximum Dexterity Bonus to AC: Light Armour allows the character wearing it a maximum Dexterity Bonus to his AC of +5, Medium Armour allows maximum Dexterity bonus to AC of +3, and Heavy Armour allows a maximum Dexterity bonus to AC of +1. The lightest type of “armor” is that of Clothing, which does not have an upper limit on the maximum Dexterity Bonus to AC. Clothing is not a true type of armor and can be worn by any character class in any condition – a character that can only wear Light armor can still wear clothing.


Swimming, Climbing, and other Endurance-based skills: Medium Armour applies a –2 penalty to all Endurance-based skills, while Heavy Armour applies a –4 penalty


Saves vs. Electrical Attacks: These are made at -4 if the target is clad in mostly metal armor.


Drawbacks to Dexterity Bonuses to AC: Based upon the previous section, one may get the impression that Armour is more trouble than its worth and you are better off having light armor and a very high Dexterity. There is some truth to this, but there are times when lacking heavy armor is a drawback.


Loss of Dexterity Bonus to AC: This will occur if the character is sneak-attacked or otherwise caught completely off-guard, and will occur if the character is paralyzed, pinned, entangled, or otherwise rendered unable to dodge attacks. In such cases, heavy armor is far better than being nimble.


Lack of protection from the elements: Another minor advantage to wearing more armor is that it offers some protection against the elements and hostile environments.

Things to Remember


  • Having high Dexterity can improve one's armor class. However, some forms of heavy armor negate the Dexterity bonus.

  • Certain martial arts can improve armor class.

  • Shields not only improve AC but they also are of great use in parrying blows.

  • Weredragons generally must have their armor custom-made.

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ctodd@gaianar.com


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Written and Designed by Christopher Todd

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