Final Rules

Adding Damage Reduction to Armor

Separating AC into AR and EV:

AR: AR is comprised of two numbers, the first is the AR Threshold. When damaged above the threshold, thats when AR kicks in and starts reducing the damage. The second represents how much the damage is reduced.
ex. a Fighter with AR 5/10 gets hit for 16 damage. He takes the first 5 as normal, but each point after is subject to a reduction up to 10. So 6 damage. If the same fighter gets hit for 12 damage, after AR, would be dealt 5.

Light armor EV: 10 + (wis or dex) + magic bonus

Heavy armor ev: 5 + (str or con) + (dex or wis)
(special: in heavy armor the (dex or wis) bonus cannot be greater than the characters str mod.)
Heavy Armor gets an AR 0/1 bonus per magic plus rather than +1 to EV

Armor Type AR EV Bonus Strong Weak Other
Cloth (L) 0/0 +7 +2 EV v. Bludgeoning
Leather (L) 5/3 +6 Slashing +2 EV v. Bludgeoning
Hide (L) 5/4 +4 Slashing +2 EV v. Bludgeoning
Chain (H) 3/5 +3 Piercing
Scale (H) 3/6 +2 Piercing
Half-Plate (H) 2/8 +1 Slashing Bludgeoning
Full-Plate (H) 1/10 0 Slashing Bludgeoning
Light Shield (L) 0/+1 +1 Piercing
Heavy Shield (H) 0/+3 +3 Piercing
Tower Shield (H) -2/+5 +0 Piercing

(H) – Heavy
(L) – Light
Strong: damage types that the armor ignores min damage. ar basically becomes dr for this damage.
Weak: damage types that the armor is weak against bypass all damage reduction

Armor piercing weapons:
*Composite Longbows
*Light Weapons (with combat advantage)

Spell Points over Spells per day
New Rules for Death and Dying

A Character is dead at the negative value of his Con score.

Death Saves
Will save at Negative Con, DC 11/damage dealt or die
Con Save DC 11 to stabilize, fail take 1d4 damage
20 on a save, gain 1 HD HP
1 on a save, will save or die

Fort, Reflex, and Will

Fort is based on Str or Con

Reflex is based on Dex or Wis

Will is based on Int or Cha

Final Rules

Pathfinder Blender ChristopherHeckey