Archon of Light
First Post
This is a work in progress, so expect things to change as it is needed and critiqued. I am writing this for a campaign using the Savage Tide Adventure Path out of Dungeon magazine. Characters are using the 32-point buy method and are expected to run the entire length of the campaign. This should be adaptable to any campaign where the heat and humidity might make heavy armors hazardous to wear for most characters, though your mileage may vary. Feel free to critque, make suggestions, and throw in some of your own opinions and ideas. What works for me may not work for you, but I'm always listening for perspectives and thoughts that I may have not thought of on my own yet. Anything you have to offer will only help me to better troubleshoot it's potential before I implement it into the campaign. Thanks in advance, and enjoy.
Heavy Armor in the Campaign
Unlike most ‘typical’ fantasy campaigns, heavy armor is not very common in this particular kind of setting. The hot and humid climate makes it very uncomfortable to wear for any long periods of time, and can be potentially dangerous to the wearer. The longer a person continues to wear heavy, metallic armors, the greater the risk becomes. Without taking extraordinary measures and precautions, a person will eventually succumb to the perils of prolonged exposure to heat. These may include suffering from dehydration, exhaustion, and even heat stroke.
For those who live or operate near open waters, however, the risk of drowning is a far more immediate danger. While wearing heavy armor, even a strong swimmer will be greatly impeded by wearing what is essentially an anchor. For this reason, it is not recommended to wear such armor on a ship where there is always a likely chance of falling overboard. In a fight, it is not uncommon for devious or cruel men to shove such a heavily armored opponent into a nearby body of shallow water. It only takes a few feet for the victim to find himself at the bottom and unable to reach the surface for air.
Because of these potential hazards, most people simply avoid using heavy armors even when given the opportunity to do so. That is not to suggest that heavy armors do not exist or are never used at all. It is simply less practiced and not as common as other places. Gladiators, for example, need not fear these dangerous when putting on a short exhibition for a single fight on dry land. The extra protection will certainly benefit them by donning the armor for a short while.
Adventurers, on the other hand, cannot simply ignore the potential for a greater defense, especially the fighters, paladins, and clerics. Some will brave the risks, and the wise will learn to take certain precautions while doing so. A spell like endure elements, for example, will allow a person to wear the armors comfortably for as long as the spell lasts, or at least until it is dispelled. Even so, the spell provides little comfort to a drowning man.
Without magical assistance, which is not always readily available to everyone, it just seems impractical to expect that most characters would take the time to learn how to use such armor. Instead, they may redirect their training in becoming proficient with heavy armors to learn new abilities or techniques that will compensate for not wearing it. This section provides details and information on alternative options for characters that may normally receive Heavy Armor Proficiency as a class feature.
The Hazards of Wearing Heavy Armor
Because of the greater humidity, this region is considered to have very hot conditions whenever the temperature gets above 80 degrees F, and severe heat conditions above 100 degrees F. For more information regarding heat dangers, refer to the DMG, p303.
Character Options
Out of all the character classes, fighters, clerics, and paladins will be impacted the most by this change. Being able to wear heavy armor is a definitive trait for these front-line combatants whose best defense can often be summed up by the amount of protection their armors provide. To compensate for this, new alternative class features are being introduced for this particular campaign.
These new class features were designed to replace the use of heavier armors as a standard class feature in a way that reflects the style and flavor of this setting, while maintaining a sense of game balance. Since most adventurers do not usually acquire heavier armors very early in their careers, many of these options will not be gained until the characters reach a few levels higher (usually around fourth). Depending on the relative strength of these new abilities, some will require characters to lose other class features or simply replace them with their new ability. Regardless, all of them require characters to ‘lose’ their Heavy Armor Proficiency at first level as an initial ‘buy-in’ to gain these features later on.
It should be noted that anyone is still allowed to gain the Heavy Armor Proficiency feat normally, even if they lost it to gain one of these new class features. This is perfectly acceptable since the risks of wearing such armors are always present and one proceeds at their own risk. However, in the interest of fairness and balance (and to prevent potential abuse), it should also be noted that most of these new features will not function while the character is wearing heavy armor. This is not unlike many other class features of classes like rangers and barbarians who, while free to use heavier armors, are not able to utilize certain skills when not using their favored armor types.
Fighters
Most fighters rely on their armor to protect them while they focus on their strength and skills in combat to get past their opponents’ own defenses. Without heavier armors, fighters find different techniques or abilities to gain better defensive capabilities for them to survive a battle.
Damage Reduction (Ex)
Similar to the barbarian’s class feature, the fighter is able to absorb or shrug off some amount of injury from each blow or attack. Beginning at 5th level, the character gains damage reduction 1/-, and improves by one point for every five levels thereafter (i.e. 2/- at 10th level, 3/- at 15th level, and 4/- at 20th level).
A fighter who chooses Damage Reduction as a class feature does not gain Heavy Armor Proficiency at first level. Furthermore, he does not receive a bonus feat at levels 10 and 20. Unlike most of the other class features here, however, the character will still benefit from this ability while wearing heavy armor.
Martial Defense Discipline (Ex)
Some warriors believe that the best defense in a battle comes from one’s own skills. Such fighters disdain the use of heavier armors because they can severely impede their maneuverability, and may consider it a sign of weakness or a lack of faith in one’s own ability.
Beginning at 4th level, the fighter adds a 1-point competence bonus to his Armor Class while wearing medium or lighter armor and not carrying a heavy load. This bonus increases to +2 at level 11 and +3 at level 18.
This bonus applies to Armor Class even against touch attacks, but not if the character is caught flat-footed, when he becomes immobilized, or is helpless. This ability does not function whenever heavy armor is worn.
A fighter who trains in the Martial Defense Discipline does not gain Heavy Armor Proficiency at first level. The fighter does not gain a bonus feat at levels 4 and 18.
More to come...
Heavy Armor in the Campaign
Unlike most ‘typical’ fantasy campaigns, heavy armor is not very common in this particular kind of setting. The hot and humid climate makes it very uncomfortable to wear for any long periods of time, and can be potentially dangerous to the wearer. The longer a person continues to wear heavy, metallic armors, the greater the risk becomes. Without taking extraordinary measures and precautions, a person will eventually succumb to the perils of prolonged exposure to heat. These may include suffering from dehydration, exhaustion, and even heat stroke.
For those who live or operate near open waters, however, the risk of drowning is a far more immediate danger. While wearing heavy armor, even a strong swimmer will be greatly impeded by wearing what is essentially an anchor. For this reason, it is not recommended to wear such armor on a ship where there is always a likely chance of falling overboard. In a fight, it is not uncommon for devious or cruel men to shove such a heavily armored opponent into a nearby body of shallow water. It only takes a few feet for the victim to find himself at the bottom and unable to reach the surface for air.
Because of these potential hazards, most people simply avoid using heavy armors even when given the opportunity to do so. That is not to suggest that heavy armors do not exist or are never used at all. It is simply less practiced and not as common as other places. Gladiators, for example, need not fear these dangerous when putting on a short exhibition for a single fight on dry land. The extra protection will certainly benefit them by donning the armor for a short while.
Adventurers, on the other hand, cannot simply ignore the potential for a greater defense, especially the fighters, paladins, and clerics. Some will brave the risks, and the wise will learn to take certain precautions while doing so. A spell like endure elements, for example, will allow a person to wear the armors comfortably for as long as the spell lasts, or at least until it is dispelled. Even so, the spell provides little comfort to a drowning man.
Without magical assistance, which is not always readily available to everyone, it just seems impractical to expect that most characters would take the time to learn how to use such armor. Instead, they may redirect their training in becoming proficient with heavy armors to learn new abilities or techniques that will compensate for not wearing it. This section provides details and information on alternative options for characters that may normally receive Heavy Armor Proficiency as a class feature.
The Hazards of Wearing Heavy Armor
Because of the greater humidity, this region is considered to have very hot conditions whenever the temperature gets above 80 degrees F, and severe heat conditions above 100 degrees F. For more information regarding heat dangers, refer to the DMG, p303.
Character Options
Out of all the character classes, fighters, clerics, and paladins will be impacted the most by this change. Being able to wear heavy armor is a definitive trait for these front-line combatants whose best defense can often be summed up by the amount of protection their armors provide. To compensate for this, new alternative class features are being introduced for this particular campaign.
These new class features were designed to replace the use of heavier armors as a standard class feature in a way that reflects the style and flavor of this setting, while maintaining a sense of game balance. Since most adventurers do not usually acquire heavier armors very early in their careers, many of these options will not be gained until the characters reach a few levels higher (usually around fourth). Depending on the relative strength of these new abilities, some will require characters to lose other class features or simply replace them with their new ability. Regardless, all of them require characters to ‘lose’ their Heavy Armor Proficiency at first level as an initial ‘buy-in’ to gain these features later on.
It should be noted that anyone is still allowed to gain the Heavy Armor Proficiency feat normally, even if they lost it to gain one of these new class features. This is perfectly acceptable since the risks of wearing such armors are always present and one proceeds at their own risk. However, in the interest of fairness and balance (and to prevent potential abuse), it should also be noted that most of these new features will not function while the character is wearing heavy armor. This is not unlike many other class features of classes like rangers and barbarians who, while free to use heavier armors, are not able to utilize certain skills when not using their favored armor types.
Fighters
Most fighters rely on their armor to protect them while they focus on their strength and skills in combat to get past their opponents’ own defenses. Without heavier armors, fighters find different techniques or abilities to gain better defensive capabilities for them to survive a battle.
Damage Reduction (Ex)
Similar to the barbarian’s class feature, the fighter is able to absorb or shrug off some amount of injury from each blow or attack. Beginning at 5th level, the character gains damage reduction 1/-, and improves by one point for every five levels thereafter (i.e. 2/- at 10th level, 3/- at 15th level, and 4/- at 20th level).
A fighter who chooses Damage Reduction as a class feature does not gain Heavy Armor Proficiency at first level. Furthermore, he does not receive a bonus feat at levels 10 and 20. Unlike most of the other class features here, however, the character will still benefit from this ability while wearing heavy armor.
Martial Defense Discipline (Ex)
Some warriors believe that the best defense in a battle comes from one’s own skills. Such fighters disdain the use of heavier armors because they can severely impede their maneuverability, and may consider it a sign of weakness or a lack of faith in one’s own ability.
Beginning at 4th level, the fighter adds a 1-point competence bonus to his Armor Class while wearing medium or lighter armor and not carrying a heavy load. This bonus increases to +2 at level 11 and +3 at level 18.
This bonus applies to Armor Class even against touch attacks, but not if the character is caught flat-footed, when he becomes immobilized, or is helpless. This ability does not function whenever heavy armor is worn.
A fighter who trains in the Martial Defense Discipline does not gain Heavy Armor Proficiency at first level. The fighter does not gain a bonus feat at levels 4 and 18.
More to come...
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