/
Showing0entries
Sorted A-ZRules
Armor Class
AC equals 10 + armor item bonus + Dex (up to cap) + proficiency bonus; shield raising adds +2 circumstance bonus for one round.
Armor Class (AC) determines how hard you are to hit.
Formula: AC = 10 + armor's item bonus + Dexterity modifier (up to Dex Cap) + proficiency bonus
Proficiency Bonus: Based on your armor proficiency rank and level.
- Trained in Light Armor at level 5: +2 (trained) + 5 = +7
Dex Cap: Each armor type limits how much DEX modifier applies:
- Unarmored: +5 Dex Cap (Explorer's Clothing)
- Light armor: +3 to +4 Dex Cap
- Medium armor: +1 to +3 Dex Cap
- Heavy armor: +0 to +1 Dex Cap
Item Bonus by Armor Type:
- Explorer's Clothing (Unarmored): +0, Dex Cap +5
- Leather (Light): +1, Dex Cap +4
- Studded Leather (Light): +2, Dex Cap +3
- Chain Shirt (Medium): +2, Dex Cap +3
- Hide (Medium): +3, Dex Cap +2
- Scale Mail (Medium): +3, Dex Cap +2
- Breastplate (Medium): +4, Dex Cap +1
- Half Plate (Heavy): +5, Dex Cap +1
- Splint Mail (Heavy): +5, Dex Cap +1
- Full Plate (Heavy): +6, Dex Cap +0
Raising a Shield: Use 1 action to Raise a Shield, gaining its +2 circumstance bonus to AC until your next turn.
Off-Guard (formerly Flat-Footed): When a creature is off-guard, it takes a -2 circumstance penalty to AC. Unlike some other systems, you do NOT lose your Dexterity modifier.