Final Fantasy d20
Basic Armor Types
There are three basic types of armor: Light Armor, Heavy Armor, and Mystic Armor.
- Heavy Armor provides the best protection in the game at the cost of speed and mobility. It can be anything from a full set of platemail to a leather longcoat with a few metal shoulderpads depending on the setting. Characters wearing Heavy Armor have an AC of 3+Fort as long as they are proficient. They have a -1 penalty to Speed and Initiative.
- Light Armor provides less protection than heavy armor but allows for greater mobility and stealth. It can be anything from leather armor to a bartending outfit depending on the setting. Characters wearing Light Armor have an AC of 2+Ref.
- Mystic Armor provides the least amount of protection against physical attacks, but often is enchanted with more exotic protections at the higher levels. It can be anything from a mage’s robe to a dress made out of belts depending on the setting. Characters wearing Mystic Armor have an AC equal to their Will as long as they are proficient.
- Shields are held in the character’s off hand. They provide a +1 bonus to both AC and Ref, which do not stack if the character is wearing light armor. They are often enchanted with a variety of powerful defensive effects at higher levels.
Characters wearing armor they are not proficient in gain no benefit from from special enchantments upon it. Their AC is equal to their Fort, Ref, or Will depending on whether they’re wearing heavy, light, or mystic armor respectively. They suffer a -2 penalty to initiative.
The wearer of this armor takes no penalty to speed or initiative for wearing heavy armor.
When you are critically hit, roll 1d20. If the roll is a 15+, the attack is only a normal hit.
Grants resist 5 dark.
When you are hit by an attack that does fire, ice, or lightning damage, reduce the damage you take by 5, and the creature that hit you takes 5 damage of the same type you reflected.
You are immune to petrification.
Grants resist 5 water.
Grants a +5 item bonus to initiative.
Grants resist 5 lightning.
Black Magic spells you cast ignore enemy resistances.
Grants a +2 item bonus to Fort and Ref.
Grants a +2 item bonus to max MP.
When you cast a spell from the White Magic tree, you gain 5 temporary HP.
Gain a +2 bonus to all defenses against attacks with an MP cost.
Gain resist 5 fire.
When an enemy critically hits you, you may push them 1 square as a free action.
Gain resist 5 ice.
You are immune to effects that reduce HP directly to 0, and you cannot be doomed.