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*Pathfinder & Starfinder
Expanded Masterwork Armor
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<blockquote data-quote="Anthony Jackson" data-source="post: 4390955" data-attributes="member: 73145"><p>The masterwork armor rules seem to have two purposes:</p><p>1) Cause PC AC to keep up with monster attacks, since there are rather few power bonuses to AC out there.</p><p>2) Cause heavy armor AC to keep up with light -- otherwise, the fact that light armor gets a stat boost means it will improve by up to +4 relative to heavy armor by level 26.</p><p></p><p>However, this creates weird problems where +4 heavy armor is 4 AC better than +3 heavy armor, which is a huge jump. To be fair, it seems like the armor types should be spread out. Suggestions on smoothing this out:</p><p></p><p><strong>Masterwork Armor</strong></p><p></p><p>Masterwork armor, in addition to giving an enhancement bonus to AC, gives a masterwork bonus to AC. Masterwork armor has the same cost as an enchantment of 5x the masterwork bonus (heavy) or 15x the masterwork bonus (light) -- thus, +3 masterwork heavy armor and +1 masterwork light armor both cost the same as a level 15 magic item. Masterwork is, however, free on any armor that's higher level than the desired masterwork (i.e. level 16+ armor can be +3/+1 masterwork for free). The standard names for masterwork armors are as follows:</p><p></p><ul> <li data-xf-list-type="ul"><strong>+1 Light</strong>: feyweave, feyleather, or darkhide.</li> <li data-xf-list-type="ul"><strong>+2 Light</strong>: starweave, starleather, or elderhide.</li> <li data-xf-list-type="ul"><strong>+1 Heavy</strong>: meteoric iron</li> <li data-xf-list-type="ul"><strong>+2 Heavy</strong>: mithril</li> <li data-xf-list-type="ul"><strong>+3 Heavy</strong>: forgemail, wyrmscale, or warplate</li> <li data-xf-list-type="ul"><strong>+4 Heavy</strong>: adamantine</li> <li data-xf-list-type="ul"><strong>+5 Heavy</strong>: abyssal steel</li> <li data-xf-list-type="ul"><strong>+6 Heavy</strong>: spiritmail, elderscale, or godplate.</li> </ul><p>So, does this all sound reasonable? Better names for the intermediate grades? Is the ability to have low enhancement masterwork armors useful?</p></blockquote><p></p>
[QUOTE="Anthony Jackson, post: 4390955, member: 73145"] The masterwork armor rules seem to have two purposes: 1) Cause PC AC to keep up with monster attacks, since there are rather few power bonuses to AC out there. 2) Cause heavy armor AC to keep up with light -- otherwise, the fact that light armor gets a stat boost means it will improve by up to +4 relative to heavy armor by level 26. However, this creates weird problems where +4 heavy armor is 4 AC better than +3 heavy armor, which is a huge jump. To be fair, it seems like the armor types should be spread out. Suggestions on smoothing this out: [B]Masterwork Armor[/B] Masterwork armor, in addition to giving an enhancement bonus to AC, gives a masterwork bonus to AC. Masterwork armor has the same cost as an enchantment of 5x the masterwork bonus (heavy) or 15x the masterwork bonus (light) -- thus, +3 masterwork heavy armor and +1 masterwork light armor both cost the same as a level 15 magic item. Masterwork is, however, free on any armor that's higher level than the desired masterwork (i.e. level 16+ armor can be +3/+1 masterwork for free). The standard names for masterwork armors are as follows: [LIST] [*][B]+1 Light[/B]: feyweave, feyleather, or darkhide. [*][B]+2 Light[/B]: starweave, starleather, or elderhide. [*][B]+1 Heavy[/B]: meteoric iron [*][B]+2 Heavy[/B]: mithril [*][B]+3 Heavy[/B]: forgemail, wyrmscale, or warplate [*][B]+4 Heavy[/B]: adamantine [*][B]+5 Heavy[/B]: abyssal steel [*][B]+6 Heavy[/B]: spiritmail, elderscale, or godplate. [/LIST] So, does this all sound reasonable? Better names for the intermediate grades? Is the ability to have low enhancement masterwork armors useful? [/QUOTE]
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