Releases: SpencerZPoole/d35e-piecemeal-armor-called-shots
D35E Piecemeal Armor And Called Shots v1.7.1
D35E Piecemeal Armor And Called Shots v1.7.1
D35E Piecemeal Armor And Called Shots v1.7.1 is a focused polish release for called-shot Apply Damage cards.
Highlights
- Replaced the compact native two-column AC Details output on PAcS called-shot Apply Damage cards with a grouped breakdown.
- The enhanced breakdown shows base AC components, D35E defense-dialog modifiers, PAcS called-shot adjustments, and the final checked AC.
- Fixed touch called shots with non-soft cover so normal-AC-for-touch and doubled-cover adjustments are both preserved and shown.
This release does not change the called-shot rules model, local armor coverage map, exposed head/hand settings, armor profile math, outcome automation, compendium packs, or D35E system files.
D35E Piecemeal Armor And Called Shots v1.7.0
D35E Piecemeal Armor And Called Shots v1.7.0
D35E Piecemeal Armor And Called Shots v1.7.0 expands the optional local armor piece AC workflow into a configurable coverage map, refreshes the public screenshots with current live Foundry captures, and keeps the RAW-default called-shot baseline intact.
Highlights
- Added
Local armor AC source handlingmodes for summed local protection, highest applicable protection, or per-location overrides. - Added
Edit coverage map, a focused editor for changing which PAcS pieces and native D35E equipment slots can cover each called-shot location. - Expanded local armor coverage to native D35E slots where useful: Eyes, Head, Headband, Shoulders, Neck, Chest, Body, Hands, Wrists, and Feet.
- Added per-location sum/highest source handling inside the coverage map editor when the global setting is
Use per-location overrides. - Updated exposed head/hand fallback so it uses the effective native-slot coverage map and still never stacks with local armor piece AC on the same hit check.
- Polished settings dependencies: piecemeal-off locks local armor options, called-shots-off locks called-shot-only options, and helmet Spot/Listen penalties remain independent.
- Replaced the old public screenshot set with five cropped screenshots captured from a live Foundry
scratchworld.
Local Armor Coverage Map
Called shots use local armor piece AC remains disabled by default. When enabled, selected called-shot locations replace only the defender's armor/profile armor contribution with mapped local protection. Shield, natural armor, Dexterity, deflection, dodge, size, and other AC sources remain intact.
The new coverage editor lets a GM decide which PAcS pieces and native D35E equipment slots can protect each called-shot location. The defaults are opinionated, but editable:
- Arm or Wing: PAcS Arms, Wrists, Shoulders.
- Hand: Hands, Wrists.
- Eye: Eyes, Head, Headband.
- Ear and Head: Head, Headband.
- Neck: Neck.
- Chest, Heart, and Vitals: PAcS Torso, Chest, Body.
- Leg: PAcS Legs, Feet.
The global source-handling setting defaults to summing applicable local armor values. GMs can instead use only the highest applicable value, or choose Use per-location overrides and decide sum/highest per called-shot location in the coverage editor. Removing every source from a location intentionally makes that location resolve as local armor 0 when the local armor rule is enabled for it.
Exposed Head And Hand Fallback
Exposed head/hand remains the softer optional rule. It only runs when local armor piece AC does not already apply to that hit check. The exposed fallback now uses the effective native-slot side of the coverage map, so a table that changes Eye coverage to Head only also changes which native equipment prevents Eye exposure.
Any equipped, carried, non-melded equipment item in a mapped native slot prevents exposed armor loss and keeps the defender's full armor bonus. Ordinary gear with no armor value can block exposure; it only contributes 0 to local armor AC if the grittier local armor rule is enabled.
Screenshots And Docs
The README, user guide, Foundry package description, listing packet, architecture note, integration note, and RAW coverage matrix were proofread for the current v1.7 workflow. The public screenshot set was replaced with five real cropped Foundry screenshots covering the attack dialog, Apply Damage AC details, actor inventory workflow, local armor settings, and coverage map editor.
D35E Piecemeal Armor And Called Shots v1.6.0
D35E Piecemeal Armor And Called Shots v1.6.0
D35E Piecemeal Armor And Called Shots v1.6.0 adds an explicit opt-in path for tables that still want called-shot local armor AC, while preserving the v1.5.0 RAW-rebaseline default.
Highlights
- Added
Called shots use local armor piece AC, a disabled-by-default advanced house rule. - Added inline child toggles beneath
Called shots use local armor piece AC, so a GM can choose which called-shot locations use local armor piece AC without opening a second settings window. - Added editable default Spot and Listen penalties for ordinary equipped Head-slot items when helmet skill penalties are enabled.
- Kept the v1.5.0 RAW-rebaseline default: called shots use normal applicable AC unless a GM enables a house rule.
- Preserved exposed head/hand shots as separate fallback house rules. Local armor applies first when enabled for a location, and exposed head/hand never double-applies to the same hit check.
Local Armor Piece AC
When enabled for a location, the rule replaces only the defender's armor/profile armor contribution with the matching local armor piece contribution. Other AC sources, such as shield, natural armor, Dexterity, deflection, dodge, and size, remain intact.
This is not PF1e RAW and not D&D 3.5 RAW. It is table automation for groups that want called shots to care about which armor piece covers the called location. It usually makes called shots easier for the attacker.
PAcS resolves local armor from active PAcS profiles and recognized native Armor-slot baseline suits. Unknown custom armor is not guessed; configure custom pieces explicitly if a table wants them to participate.
Exposed Head And Hand Shots
Exposed head/hand remains the softer compromise option. If enabled, Head, Eye, and Ear called shots check only D35E's native Head slot, and Hand called shots check only D35E's native Hands slot. An empty relevant slot removes only the active armor/profile armor contribution. Any equipped, carried, non-melded equipment item in that exact native slot keeps the defender's full armor bonus, whether the item is native D35E gear, a PAcS item, magic gear, or custom gear.
If local armor piece AC applies to the same location, local armor handles the AC replacement first and exposed head/hand does not run.
Helmet Skill Penalty Defaults
Helmet Spot/Listen penalties remain optional and table-defined. Configured PAcS helmets can still carry per-item values. Ordinary equipped D35E Head-slot items, or PAcS helmets with blank skill fields, use the default Spot and Listen penalty settings. Setting a default to 0 disables that fallback.
Issue #5
This partially helps the local-armor-by-location part of Ayrke12's helmet proposal because tables can now opt into local armor AC globally or by location. It does not fully implement helmet family-cap inheritance or helmets as a fourth piecemeal armor category, so that design question remains separate.
D35E Piecemeal Armor And Called Shots v1.5.0
D35E Piecemeal Armor And Called Shots v1.5.0
This release rebaselines called-shot AC behavior around the Pathfinder Ultimate Combat default while keeping D35E-friendly optional table controls.
Highlights
- Called shots now keep the defender's normal applicable AC by default instead of replacing armor AC with Torso/Arms/Legs local coverage.
- Called-shot touch attacks still target normal AC, non-soft cover can still be doubled, concealment and DR/no-effect handling remain active, and range/reach penalties remain separated in the attack breakdown.
- Added
Enable exposed headshots: Head, Eye, and Ear called shots remove the defender's armor contribution only when D35E's nativeHeadslot is empty. - Added
Enable exposed hand shots: Hand called shots remove the defender's armor contribution only when D35E's nativeHandsslot is empty. - Deprecated helmet local armor AC.
[PAcS]helmets remain Head-slot equipment and optional Spot/Listen penalty support, but helmet family/local armor fields no longer affect called-shot AC.
Notes
The exposed head/hand settings are optional house rules and are disabled by default. They remove only the active armor/profile armor contribution; shield, natural armor, Dexterity, deflection, dodge, size, and other AC sources remain.
D35E Piecemeal Armor And Called Shots v1.4.1
D35E Piecemeal Armor And Called Shots v1.4.1
This patch release hardens the v1.4 native PAcS inventory workflow, fixes remaining inventory-value and item-sheet polish issues, and keeps called-shots-only tables cleaner.
Patch IDs
PAcS-1.4.1-01: Hidden PAcS carriers and legacy aggregates now stay zero-price as well as zero-weight, so composite armor does not inflate Total Inventory Value.PAcS-1.4.1-02: Shipped PAcS armor pieces and helmets now use[PAcS]names with complete description, weight, price, HP, and safe D35E physical item defaults.PAcS-1.4.1-03: PAcS slots now accept only matching PAcS armor-piece records directly. Recognized vanilla full suits can be broken down into matching[PAcS]pieces through an explicit confirmation prompt.PAcS-1.4.1-04: Turning offEnable piecemeal armorhides thePAcS:actor-sheet inventory slots while leaving called shots available.PAcS-1.4.1-05: Masterwork, special material, and magic armor handling now follows the RAW-adapted suit-bound/separate-piece model more tightly. Full-suit breakdown keeps copied magic or masterwork tied to the original suit instead of creating separately enchanted pieces.PAcS-1.4.1-06: The PAcS item-sheet configuration panel is split into responsive sections with advanced fields collapsed by default, reducing overlap and cramped controls on normal laptop-width sheets.
Notes For GMs
Use the PAcS Armor Pieces compendium for normal piecemeal override items. Ordinary D35E armor still belongs in the native Armor slot as a baseline suit. If a character wants to use part of an owned vanilla full suit, drop that full suit onto the desired PAcS slot and confirm the breakdown prompt; canceling leaves the actor unchanged.
The hidden PAcS Armor Profile carrier is an implementation detail. It should not add sellable inventory value or carried weight; the visible source items are the items that carry price and weight.
Tables that only use called shots can turn off Enable piecemeal armor to hide the PAcS armor slots without disabling attack-dialog called shots, called-shot cards, feat rules, or profile editing.
Verification
Release validation should include source validation, pack rebuild, release zip inspection, installed-module validation, live Foundry scratch-world smoke testing, and the local security gate before publication.
D35E Piecemeal Armor And Called Shots v1.4.0
D35E Piecemeal Armor And Called Shots v1.4.0
This release candidate focuses on onboarding: users no longer need to know that full armor items can be interpreted as PAcS piece sources before they can build a mixed suit.
Highlights
- Added the
PAcS Armor PiecesItem compendium. - Added ready-to-use items such as
[PAcS] Studded Leather, Legs,[PAcS] Chainmail, Torso, and[PAcS] Full Plate, Arms. - Generated the pack from the same D35E-calibrated armor catalog used by the armor-profile resolver.
- Kept ordinary D35E armor in the native
Armorslot as the baseline suit workflow. - Hardened PAcS slot assignment so explicit piece items must be dropped on their matching category.
- Fixed exposed called-shot locations so D35E Apply Damage AC Details shows
unarmored location 0instead of leaving full AC unexplained. - Updated README, user guide, package description, package listing packet, and RAW coverage notes for the recommended compendium workflow.
Notes For GMs
PAcS Armor Pieces is the recommended source for actual torso, arm, and leg override items. Importing one of those items into inventory does not change armor by itself; assign it to PAcS: Torso, PAcS: Arms, or PAcS: Legs.
Called-shot local armor now treats an uncovered location on an active PAcS armor profile as local armor 0. For example, a Hand called shot against a target wearing only torso armor should show a Called Shot Location Armor row before D35E decides hit or miss.
The pack is still part of the module's D35E-calibrated PF1e piecemeal adaptation. It is not official D&D 3.5 RAW.
Verification
Before public release, run the normal validation, pack build, package inspection, installed-module validation, live Foundry scratch-world smoke, and local security gate.
D35E Piecemeal Armor And Called Shots v1.3.0
D35E Piecemeal Armor And Called Shots v1.3.0
This release candidate focuses on making the module's optional-rule automation feel more complete, better documented, and easier to reason about at the table.
Highlights
- Added the disabled-by-default helmet head coverage house rule.
- Added the
PAcS HelmetsItem compendium with editable D35E Head-slot helmet records. - Updated helmet starter values so Head/Eye/Ear local armor uses the matching D35E full armor bonus by default.
- Added optional helmet Spot/Listen penalties that appear in D35E skill roll breakdowns.
- Calibrated the bundled piecemeal armor catalog so complete catalog suits match D&D 3.5e armor bonuses after the full-suit
+1. - Fixed melee called-shot range/reach adjacency checks for Large and Huge tokens while preserving the RAW-adapted
-2penalty when a target is within reach but not adjacent. - Expanded public documentation around native armor slots, hidden carrier math, local armor AC, called-shot outcomes, feat gates, helmet support, and D35E adaptation boundaries.
Notes For GMs
Helmet support is optional house-rule automation, not PF1e RAW or D&D 3.5 RAW. It only affects Head, Eye, and Ear called-shot local armor while enabled. Helmets do not add normal AC, touch AC, flat-footed AC, max Dex limits, ACP, ASF, speed changes, weight, suit bonuses, or armor-profile source rows.
The armor catalog remains an adaptation: it uses the PF1e piecemeal structure but calibrates bundled piece armor bonuses to D35E/D&D 3.5e armor totals.
Verification
Before public release, run the normal validation, package inspection, installed-module validation, live Foundry scratch-world smoke, and local security gate.
v1.2.1
v1.2.1
This release polishes the native PAcS armor-slot workflow and closes out the main v1.0.6 follow-up issues around local armor AC, multi-location coverage, slot stability, and double-counted weight.
Highlights
- Replaced the cramped top inventory armor profile panel with native-looking
PAcS: Torso,PAcS: Arms, andPAcS: Legsslots inside D35E's normal Armor and Equipment list. - Kept the normal D35E
Armorslot as the baseline suit source, with PAcS slots overriding only the assigned armor categories. - Hardened slot deletion, clear-slot, and drag/drop behavior so deleting one slotted item clears only that slot and preserves surviving assignments.
- Added support for dragging a PAcS-worn item back into the native
Armorslot to make it the baseline again. - Confirmed the hidden profile carrier is slotless and zero-weight, so composite armor math does not double-count carried weight.
- Expanded the native AC hover/source breakdown so PAcS armor shows torso, arms, legs, suit bonus, and enhancement rows instead of one opaque carrier total.
- Cleaned up the module settings menu so normal users see the current workflow controls, not legacy rules/workflow switches.
- Fixed called-shot Apply Damage context through D35E's native Roll Defense dialog; live testing showed
Called Shot Location Armorin AC Details.
Issue Notes
- GitHub issue #2: local armor AC and multi-location coverage are covered by the current Apply Damage integration and coverage matching.
- GitHub issue #3: the visible sync/aggregate workflow has been superseded by native PAcS slots, and the hidden carrier stays zero-weight.
- GitHub issue #4: the low-resolution layout concern should be improved by removing the top inventory panel, but the issue remains open for reporter confirmation.
Testing
- Ran the full validation suite with armor-profile, called-shot, local-armor, effects, localization, public-surface, and UX helper checks.
- Built and inspected the release package so
module.jsonsits at the archive root. - Ran the local security gate changed-file scan before publication.
v1.2.0
v1.2.0
This release redesigns piecemeal armor around a native-feeling actor armor profile.
Highlights
- Added the actor-sheet
Piecemeal Armor Profilewith Baseline, Torso, Arms, and Legs controls. - Kept ordinary baseline-only armor native to D35E.
- Moved composite armor math to a hidden zero-weight D35E carrier so users no longer manage a visible aggregate item.
- Added profile catalog mappings for common armor families, including studded leather, hide, chain, breastplate/plate torso, half-plate, and full plate.
- Updated local armor AC to use resolved armor profile pieces.
- Added legacy migration and a
Legacy aggregate syncsetting for older worlds.
Testing
- Added armor-profile unit coverage for native baseline, overrides, one-piece armor, custom unresolved armor, hidden carrier behavior, restore, and legacy migration.
- Retained the existing called-shot, local armor, effects, and UX helper validation suite.
v1.1.0
v1.1.0 - RAW-Adaptive Automation
This release changes the module default from v1.0 advisory scaffolding to RAW-adapted Ultimate Combat automation for D35E tables that want the optional PF1e piecemeal armor and called-shot rules modeled as closely as the system allows.
Highlights
- New
Rules modesetting:RAW-adapted automationis the default.Legacy v1.0 workflowkeeps permissive full attacks and manual outcome buttons.
- Corrected piecemeal armor formulas:
- complete suit
+1; - worst-piece max Dex, ACP, and arcane spell failure;
- mixed complete suit
+5%ASF; - hasty donning, mithral, and magic/masterwork precedence.
- complete suit
- Split armor
Piece categoryfrom called-shotCoverage slot(s). - Added a starter catalog for common padded, leather, chain, and plate arm/leg/torso pieces.
- Updated default called-shot penalties from Table 5-4, including Heart as challenging
-10. - Added Improved/Greater Called Shot full-attack rules, Greater's extra
-5, and Greater's40damage debilitating minimum. - Added automatic post-Apply Damage severity, saves, effects, lethal outcomes, and a GM restore ledger.
- Updated local armor AC for called-shot touch attacks and torso/head RAW coverage.
Notes
This remains an adaptation of Pathfinder 1e Ultimate Combat optional rules for D35E/D&D 3.5e tables. The module does not claim these systems are official D&D 3.5 RAW. Effects D35E cannot represent natively are recorded as explicit actor flags or ActiveEffect notes and can be restored from the actor sheet.