Armor

Armor in arcanist gear have two general classifications for the purpose of this discussion. Standard armor is a variety of physical materials over the body to protect the wearer, this type of stuff is standard like vests or basic suits. However, ethi armor has a unique property in that it has a number of special slots that can be customized by the wearer. These slots are filled with glyphs that grant bonus effects to the armor.

These slots are categorized by tiers one through five. The higher the slot tier the better glyphs it can support. While a high tier slot can support a lower tier glyph and even improve the glyph, it should be noted that glyphs are permanent inscriptions, once done it cannot be removed. Ethi slots are listed in the "effect" column as #t#. The first number being quantity and the second being tier number. Similar to dice.

Ethi "charges" are sometimes called for to be expended by a glyph to activate its power. Most armor sets hold a set amount of charges that regenerate at various rates (both are listed in "effect") however, characters that can cast spells can create charges on their own. If the glyph is of the same type as the spells they can cast (i.e. arcane, pandem, psionic) they can spend one energy per tier of the glyph to create a charge. For example, a tier 4 glyph calls for a charge to activate its arcane ability. A wizard can expend a 4 energy to create a charge and activate the glyph.

AC Bonus (AC+)
This covers how much AC the armor grants your character. This is added to your AC and your IAC. This does not apply when they are striking your shields.

Max Reflex Bonus (Ref)
Some armors are so large and encumbersome that there is a maximum amount of bonus reflex you can have to your AC while wearing them. Remember, lowering your reflex bonus lowers your TAC.

Armor Damage Reduction (ADR)
Many armors grant an ADR rating. ADR reduces damage taken when you are hit by an attack, for every point of ADR 1 damage is negated that you would have taken. This does not apply to shields.

Spell Success (Spell%)
Heavy armor makes it difficult to cast spells, this represents the chance to suceed a cast while wearing the armor. If you cast a spell while wearing armor with a spell success chance then you must roll a Utilization (Spellcraft) check against its given difficulty. Remember that if your skill boosts it to 100% or above you still take it at 95%. If you succeed then you cast the spell as normal, if you fail the check within 2 steps (20% difference or less) then the spell simpley fizzles and fails to do anything. If you fail the check by more then 2 steps (21% or more) the spell casts inside your armor and explodes, dealing the damage of the spell to yourself. If the spell was not a damaging spell then it does 1d6 as it improperly charges through the enclosed space.

Ethi based tech and charge expenditures are not effected by this failure check.

Speed Penalty (speed -)
The heavier the armor the more encumbersome it becomes. This number is how much your movement speed is reduced while wearing the armor.

Effect (effect)
Special details are added here including ethi information (as explained above)

Cost (cost)
The price of the armor.

Remember, if you are not proficient in the armor type (light, medium, heavy...)the AC bonus and max reflex bonus, and spell failure are halved (rounded down). Speed penalty is multiplied by 1.5 (rounded down).

Name AC+ Ref ADR Spell% Speed - Effect Cost

Light

             
Vest 5% 40% 1 95% -   300
Vest (ethi) 5% 45% 1 95% - 1T1 Ethi: 1 charge, regen 1/12 hours 600
Scale-light 10% 30% 1 90% -   500
Plated-light 15% 25% 1 85% - 1t2 ethi: 1 charge, regen 1/12 hours 2600
Plated-med 20% 20% 2 80% - 1t2 ethi: 1 charge, regen 1/12 hours 2600
Scale (ethi) 20% 25% 2 85% - 1T2, 1T1 Ethi: 1 charge, regen 1/12 hours 2800

Medium

             
Operative 15% 20% 3 50% -2   900
Aegis-13 20% 15% 4 55% -2   1220
Aegis-X4 20% 30% 4 45% -2 2T4, 1T2, 1T1 Ethi: 4 Charges, regen 2/12 hours 4250
B7-14 25% 10% 5 30% -2 1T2, 1T1 Ethi: 1 charge, regen 1/12 hours 3200

Heavy

             
Ironclad-v5 series 30% 0% 7 10% -3   1500
Guardian 30% 10% 7 20% -3 2T4, 2T2, 1T1 Ethi: 8 Charges, regen 2/12 hours 6500
Adamine 35% 0% 7 15% -3   2000
BA2-"Monolith" 40% 0% 8 20% -3   2800
Obelisk-12 50% 0% 10 10% -4 2T5, 4T4, 4T2 Ethi: 20 Charges, regen 5/12 hours 26,800

 

Glyphic Enhancements

Glyph chart, this chart is a list of inscriptions available to fill ethi slots sorted by their tiers. Unless otherwise stated, stat bonuses do not stack. If you have two inscriptions that give a bonus to your strength only the stronger one applies. The same ruling applies for skills and attack bonuses. However, this ruling does not apply to damage bonuses.

An "over requirement" or "over req" is when you use a higher tier slot then necessary for the inscription. Certain inscriptions are boosted by higher tier slots then they require. For example, nightvision has a +2 per over req. this means that its base 20 meters is enhanced by 2 meters per tier higher then it requires. It requires a 2nd tier slot, if a 5th tier slot were used it would be 3 over the requirement. This would give that inscription +10 to its base 20 meters, giving a grand total of darkvision 30 meters.

Unless otherwise stated, when referred to as a "ranged" or "projectile attack" it includes ethi weaponry. This is mostly for shield rulings.

Name Tier Type Effect Cost
Scan 1st Psionic +20% sight 200
Illithari 1st Psionic +2 Will for the purpose of spellcasting +1 per over req 200
Illuminate 1st Psionic Low-light vision 20 m, +1m per over req 200
Strengthen Armor 1st Incarnum Increases AC bonus by +5%. +5% for each over req. 400
Nightvision 2nd Psionic Darkvision 30m +10m per over req 500
Increase Attribute 2nd Incarnum +2 to a chosen attribute's score (not modifier). That attribute cannot be changed after the inscription is made. For each over req the attribute gains an additional +1. 350
Caster insurance 2nd Special This glyph's type is selected at the time of inscription. This cannot be changed, and its effects only apply to that type of magic. +10% spell success chance, an additional 5% for each over req. 850
Soft-foot 2nd Incarnum Grants +10% to move silently. Grants +5% for each over req. 300
Protection 2nd Arcane For 1 charge, the wearer takes half damage from a declared element. If this glyph occupies a tier 4 slot the wearer gains immunity. If this glyph occupies a tier 5 slot the wearer gains protection from all elements. This effect lasts for 2 minutes or until 20/40/60 damage has been prevented by it. 600
Shields 2nd Arcane Absorb damage from ranged attacks before they apply to the wearer up to 10 damage. Ranged attacks against a character with this glyph go against their TAC until the shield is broken. Melee attacks ignore this shield, and it does not benefit from ADR. The shield recharges at 5 damage per round. For each over req the shield gains +5 total health and +2.5 regeneration per round.
Expend charge: Heal shield by 5 health (+2.5 per over req).
1,600
Climber 3rd Incarnum For 1 charge the wearer gains the ability to run along walls for 1 round. They can only run as far as their base movement speed would carry them and cannot end a round on the wall, they will fall if they do so. If used in a tier 5 slot the user will be able to stay stationary on the wall or ceiling (note that tier 3 slots do not give ceiling running, just walls). This effect lasts 1 round, if tier 5 it lasts 2 minutes. 1,000
Liquid Shield 3rd Arcane Applies a special liquid projection system to the armor. Projectile weapons will be attacked by summoned high density liquid 5cm away from the armor. Stealing most of the weapons energy well before it hits the armor or other shields. This grants 5ADR (including to shields, it follows ADR and AP rules as normal). 14,000
Speed 3rd Incarnum Increase move speed by 2 meters. For each over req increase this by 1 meter. 4,400
Flash 4th Arcane Expend charge: Instantly move 10meters in any direction through obstacles and terrain. This does not provoke combat opportunity. If the character is not intimately familiar with the area they are going to and cannot see where they are going, or use this as an immediate action out of their turn, they must succeed a 40% -5% per meter will check or be lost permanently to the ethereal plane. This is effectively a death of the character but does not count as dying for the purpose of spells and effects. Alternatively the party can go on an adventure to rescue them from the ethereal plane or if the character knows how to perform a rift portal they can get themselves out. 32,000
Shield Dome 4th Arcane A dome shield prevents fast moving projectiles and spells from exiting or entering it, effectively protecting from bullets but limiting the ability to shoot or cast. While active ranged attacks have a 15% bonus to hit the dome. It cant be stacked on top of regular shielding and has 30 health and regenerates 10 damage per round if it hasn't been struck since the character's last turn. Expend Charge: Heal shield for 10 health (+5 per over req) 1,600
Shadow-glyph 4th Arcane Expend charge: Renders the wearer almost completely invisible. This grants +50% to hide(stealth), when under attack the wearer is considered to have heavy visual cover. Disables itself if the character attacks or moves. Also it will expire after 5 minutes unless another charge is expended. 8,250
Void-Plate 5th Pandem A powerful pandem shielding. Any projectile moving at lethal speeds within half a meter of the wearer is pandem-shifted into the void. This cannot block an explosion from adjacent squares, it can only absorb 10 projectiles per round. Expend Charge: Opens a void rift, the amount of projectiles it can absorb is infinite until the end of whoevers turn it was activated on, can be used on other character's turn. 250,000