Armor Type defines the general category of the armor and affects mobility, training, and potential penalties. The three types are:
Training in armor is cumulative: Medium Armor Training automatically grants proficiency in Light Armor, and Heavy Armor Training automatically grants proficiency in both Medium and Light Armor.
If you lack training with a type of armor, refer to the following rules for its effects:
Base AC represents the armor’s inherent protective value.
It reflects the materials, thickness, and construction of the armor, such as reinforced fabrics, plating, or powered components.
Base AC does not account for the wearer’s speed or reflexes; those are represented by Agility.
Some outfits provide little to no physical protection but allow complete freedom of movement. These include casual clothing, everyday wear, or specialized suits that rely entirely on agility rather than armor (such as superhero-style clothing).
When unarmored, your Armor Class is calculated as:
AC = 10 + your Agility modifier
Unarmored defense represents avoiding attacks through speed, positioning, and reflexes rather than absorbing damage.
The Agility Cap determines how much of a creature’s Agility modifier can be added to their Armor Class while wearing the armor.
The Might Requirement represents the minimum physical strength needed to properly wear and move in the armor.