D20 Mechanic: Armor

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The base d20 armor rules are sad and result in everyone wearing pretty much the same armor. The history of armor in Trinity is such that we've got pretty much the same problem: everyone wears a leather trench, and calls it a day. These new rules are adapted from the Tomes and are intended to fix that problem.

These rules are intended to function with the Trinity Defenses rules; as such, some of the information below may not be applicable to other d20-derived games.

Mechanics

Should probably explain what some of this stuff means and how armor works now.

Maybe in a bit.

List

The following is the list of armor and shields in Trinity.

ARMOR AND SHIELDS
Name AC Max Dex Key (Type) ACP ASP Cost
NON-ARMOR
Clothing, Camouflaged +0 +8 Hide (Skill) -0 -0 1 gp
Clothing, Fancy +0 +6 Bluff (Skill) -1 -2 30 gp
Clothing, Functional +0 +8 Sleight of Hand (Skill) -0 -0 ---
Robes +0 +6 Will (Save) -0 -0 5 gp
LIGHT ARMOR
Padded Armor +1 +8 Tumble (Skill) -0 -0 10 gp
Cord Armor +2 +4 Tumble (Skill) -1 -0 20 gp
Leather Cuirass +2 +7 Tumble (Skill) -1 -0 15 gp
Still Suit +2 +5 Survival (Skill) -3 -2 350 gp
Winter Clothes +2 +4 Survival (Skill) -4 -4 30 gp
Studded Leather Armor +3 +6 Tumble (Skill) -1 -1 25 gp
Wicker Armor +3 +7 Balance (Skill) -1 -6 15 gp
Wooden Armor +3 +3 Vitality (Skill) -2 -4 20 gp
Chain Shirt +4 +5 BAB -2 -4 100 gp
Darkleaf Armor +4 +6 Survival (Skill) -1 -0 600 gp
Leather Trenchcoat +4 +8 Intimidate (Skill) -1 -2 400 gp
Spiderweb Clothes +4 +6 Move Silently (Skill) -1 -1 300 gp
Brigandine +5 +3 BAB -4 -3 125 gp
Mithril Shirt +5 +6 BAB -0 -0 1,000 gp
MEDIUM ARMOR
HEAVY ARMOR
SHIELDS
GREAT SHIELDS

 

Descriptions

More complete descriptions of each type of type. Armor types are color coded here for ease of reference; these colors should not be taken as indications of any particular Force alignment.

 

CLOTHING, FUNCTIONAL
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood; many of these items have additional pockets or pouches included or sewn between seams.
Armor Type: Non-armor
SLEIGHT OF HAND
While worn, this armor gives you additional benefits based off of your ranks in Sleight of Hand.
1 Rank: You gain a +2 circumstance bonus to Escape Artist and Sleight of Hand checks.
5 Ranks: Your carrying capacity increases by 50%.
10 Ranks: You can retrieve stored items on your person as a free action, rather than a move action.
15 Ranks: Your carrying capacity increases by 100%. This effect overlaps (does not stack with) the benefit for having 5 ranks.

 

PADDED ARMOR
Little more than heavy, quilted cloth, this armor provides only the most basic protection.
Armor Type: Light
TUMBLE
While worn, this armor gives you additional benefits based off of your ranks in Tumble.
1 Rank: You may reroll a failed Tumble check when you attempt to move your full speed or through an occupied space.
5 Ranks: You require only 3/4 the normal amount of sleep for a full night's rest.
10 Ranks: As an immediate action, you can make a Tumble check in place of using your AC against a single attack.
15 Ranks: As a swift action, you can move up to your speed.