Armor
The base armor types have been modified as follows:
Base Armor Class | Maximum Dexterity Bonus | Armor Check Penalty | Arcane Spell Failure |
---|---|---|---|
1 | 8 | 0 | 5% |
2 | 6 | 0 | 10% |
3 | 5 | -1 | 15% |
4 | 4 | -2 | 20% |
5 | 3 | -4 | 25% |
6 | 2 | -6 | 35% |
7 | 1 | -7 | 40% |
8 | 1 | -8 | 40% |
Weapons
All weapon types are equippable by everyone. A character who uses a weapon they are not proficient with takes a -4 penalty on attack rolls.
Scourge (Whip)
The Whip has been reimagined as the Scourge. Its base stats are as follows:
Base Damage: 1d8
Base Critical Threat: x2
Base Damage Type: Slashing
Weapon Size: Small
Feats Required: Exotic
Special: Disarm attempts receive a +2 bonus when wielding a scourge
Special: Can not be used in the off-hand
Tridents
Tridents can be used one-handed and have a x3 critical multiplier.
Healing Kits
Healing kits require an action to use, and cannot be used in combat. They can be used to stabilize a dying character, cure poison, or remove disease. Using a healing kit ends stealth and invisibility.
Tower Shields
Tower Shields grant +4 shield AC & -2 attack bonus
Wands, Rods, & Staves
Wands, Rods, & Staves must be equipped in order to use them.