This equipment protects its wearer from physical and magical damage, depending on its type.
Armor Type | Physical Armor | Magical Armor | Initiative | Walking Speed | Stealth |
---|---|---|---|---|---|
Unarmored | +2 | +2 | |||
Robes | 5 | +1 | +1 | ||
Light | 5 | ||||
Adventurer | 5 | 5 | -1 | -1 | |
Heavy | 10 | -1 | -2 | -2 |
Additional armor can be gained through spells and abilities which grant temporary armor. Rules of temporary armor can be found in the Status Effects page.
Weapons are what creatures use to hit their foes. Most creatures with body parts similar to arms and hands can use every weapon. There are several categories of weapons. Each of these can be found in their respective list:
Some abilities may include a phrase similar to "doing a basic weapon attack". This means using the regular attack of a weapon, which is almost always the first active ability.
Some objects can be used as de facto weapons, at the GM's discretion. These objects can be used to perform a basic weapon attack and when making a precision roll with an improvised weapon, it breaks if the roll of the d10 is 3 or below, but the damage is still applied if the attack hits. There are two general sizes of improvised weapons:
Size | Damage | Throwable | Weapon Precision |
---|---|---|---|
Small | d10 + 5 | Yes | 0 |
Large | d10 + 10 | No | -1 |
Weapon sets are helpful guides used primarily during character creation. If you take a bow, you will also get a quiver and 30 basic arrows/bolts. If you choose the throwing spear, you can take up to five spears. Extra spears take up space and require a quiver. A weapon set is any of these: