[index]

Armor

Ultimate Equipment
Table: Armor and Shields
Armor Cost Armor/
Shield
Bonus
Maximum
Dex
Bonus
Armor
Check
Penalty
Arcane
Spell
Failure
Chance
Speed Weight1
30 ft. 20 ft.
Light armor
Armored kilt 20 gp
+1
+6
0
0%
30 ft.
20 ft.
10 lbs.
Haramaki 3 gp
+1
0
0%
30 ft.
20 ft.
1 lb.
Padded 5 gp
+1
+8
0
5%
30 ft.
20 ft.
10 lbs.
Quilted 10 gp
+1
+8
0
10%
30 ft.
20 ft.
15 lbs.
Silken ceremonial 30 gp
+1
0
0%
30 ft.
20 ft.
4 lbs.
Lamellar cuirass 15 gp
+2
+4
0
5%
30 ft.
20 ft.
8 lbs.
Leather 10 gp
+2
+6
0
10%
30 ft.
20 ft.
15 lbs.
Rosewood armor 50 gp
+2
+6
0
10%
30 ft.
20 ft.
15 lbs.
Wooden 20 gp
+3
+3
-1
15%
30 ft.
20 ft.
25 lbs.
Hide shirt 20 gp
+3
+4
-1
15%
30 ft.
20 ft.
18 lbs.
Leaf armor 500 gp
+3
+5
0
15%
30 ft.
20 ft.
20 lbs.
Parade 25 gp
+3
+5
-1
15%
30 ft.
20 ft.
20 lbs.
Studded leather 25 gp
+3
+5
-1
15%
30 ft.
20 ft.
20 lbs
Chain shirt 100 gp
+4
+4
-2
20%
30 ft.
20 ft.
25 lbs.
Lamellar (leather) 60 gp
+4
+3
-2
20%
30 ft.
20 ft.
25 lbs.
Mithral chain shirt 1,100 gp
+4
+6
10%
30 ft.
20 ft.
10 lb.
Mithral breastplate 4,200 gp
+5
+5
-1
15%
30 ft.
20 ft.
15 lb.
Medium armor
Armored coat 50 gp
+4
+3
-2
20%
20 ft.
15 ft.
20 lbs.
Hide 15 gp
+4
+4
-3
20%
20 ft.
15 ft.
25 lbs.
Do-maru 20 gp
+5
+4
-4
25%
20 ft.
15 ft.
30 lbs.
Kikko 30 gp
+5
+4
-3
20%
20 ft.
15 ft.
25 lbs.
Lamellar (horn) 100 gp
+5
+3
-4
25%
20 ft.
15 ft.
30 lbs.
Scale mail 50 gp
+5
+3
-4
25%
20 ft.
15 ft.
30 lbs.
Agile breastplate 400 gp
+6
+3
-4
25%
20 ft.
15 ft.
25 lbs.
Breastplate 200 gp
+6
+3
-4
25%
20 ft.
15 ft.
30 lbs.
Chainmail 150 gp
+6
+2
-5
30%
20 ft.
15 ft.
40 lbs.
Four-mirror 45 gp
+6
+2
-5
30%
20 ft.
15 ft.
45 lbs.
Lamellar (steel) 150 gp
+6
+3
-5
25%
20 ft.
15 ft.
35 lbs.
Mountain pattern 250 gp
+6
+3
-4
30%
20 ft.
15 ft.
40 lbs.
Heavy armor
Banded mail 250 gp
+7
+1
-6
35%
20 ft.2
15 ft.2
35 lbs.
Field plate 1,200 gp
+7
+1
-5
35%
20 ft.
15 ft.
50 lbs.
Kusari gusoku 350 gp
+7
+1
-7
35%
20 ft.2
15 ft.2
45 lbs.
Lamellar (iron) 200 gp
+7
+0
-7
40%
20 ft.2
15 ft.2
50 lbs.
Splint mail 200 gp
+7
+0
-7
40%
20 ft.2
15 ft.2
45 lbs.
Tatami-do 1,000 gp
+7
+3
-6
35%
20 ft.2
15 ft.2
45 lbs.
Agile half-plate 850 gp
+8
+0
-7
40%
20 ft.3
15 ft.3
55 lbs.
Half-plate 600 gp
+8
+0
-7
40%
20 ft.2
15 ft.2
50 lbs.
Lamellar (stone) 500 gp
+8
+0
-7
40%
20 ft.2
15 ft.2
45 lbs.
O-yoroi 1,700 gp
+8
+2
-6
35%
20 ft.2
15 ft.2
45 lbs.
Hellknight armor 2,000 gp
+9
+1
-5
35%
20 ft.
15 ft.
50 lbs.
Full plate 1,500 gp
+9
+1
-6
35%
20 ft.2
15 ft.2
50 lbs.
Stoneplate 1,800 gp
+9
+1
-6
35%
15 ft.2
10 ft.2
75 lbs.
Shields
Buckler 5 gp
+1
-1
5%
5 lbs.
Klar 12 gp
+1
-1
5%
6 lbs.
Light steel quickdraw 59 gp
+1
-2
5%
7 lbs.
Light steel 9 gp
+1
-1
5%
6 lbs.
Light wooden quickdraw 53 gp
+1
-2
5%
6 lbs.
Light wooden 3 gp
+1
-1
5%
5 lbs.
Madu (leather) 40 gp
+1
-2
5%
5 lbs.
Madu (steel) 50 gp
+1
-2
5%
6 lbs.
Heavy steel 20 gp
+2
-2
15%
15 lbs.
Heavy wooden 7 gp
+2
-2
15%
10 lbs.
Snarlshield, steel 50 gp
+2
-3
15%
20 lbs.
Snarlshield, wooden 37 gp
+2
-3
15%
15 lbs.
Tower 30 gp
+44
+2
-10
50%
45 lbs.
Extras
Armor spikes +50 gp
+10 lbs.
Armor vents +100 gp
-5 lbs.
Breakaway boss 120 gp
10 lbs.
Deflecting armor +1,000 gp
+10 lbs.
Hooked boss 80 gp
10 lbs.
Illuminating boss 35 gp
10 lbs.
Jarring armor +1,000 gp
+20 lbs.
Locked gauntlet +8 gp
Special
N/A5
+5 lbs.
Masterwork boss +50 gp
10 lbs.
Reinforcing boss 30 gp
10 lbs.
Shield spikes +10 gp
+5 lbs.
Throwing shield +50 gp
Vital guard +500 gp
+15 lbs.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much,
and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 When running in agile half-plate, you can still move quadruple your speed, instead of the normal triple speed for
heavy armor.
4 A tower shield can instead grant you cover. See the description.
5 Hand not free to cast spells.

For most, armor is the simplest way to protect themselves in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields.

The armor entries on Table: Armor and Shields contain the following information.

COST
The cost in gold pieces of the armor for Small or Medium humanoid creatures. See Table: Armor for Unusual Creatures for armor prices for other creatures.
ARMOR/SHIELD BONUS
Each type of armor grants an armor bonus to armor class (AC), while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn't stack with other effects that grant a shield bonus. In each armor category (light, medium, or heavy), the armors are listed in order from worst AC bonus to highest AC bonus.
MAXIMUM DEX BONUS

This number is the maximum Dexterity bonus to AC that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's AC. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities. A dash indicates the armor does not affect a character's maximum Dexterity bonus.

Even if a character's Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing his Dexterity bonus to AC.

A character's encumbrance (the amount of gear carried, including armor) may also restrict the maximum Dexterity bonus that can be applied to his Armor Class.

Shields

Shields do not affect a character's maximum Dexterity bonus, except for tower shields.

ARMOR CHECK PENALTY
Any armor heavier than leather, as well as any shield, applies an armor check penalty to all Dexterity- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.
Shields

If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn

A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.

Sleeping in Armor

A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a -2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue.

ARCANE SPELL FAILURE CHANCE

Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor.

Bards, magi, and summoners have class features which allow them to wear certain armors or even shields without incurring any arcane spell failure chance for casting spells from their class spell list.

Casting an Arcane Spell in Armor

A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.

Shields

If a character is wearing armor and using a shield, add the two arcane spell failure chances together to get a single arcane spell failure chance.

SPEED

Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the character's speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and half lings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf 's land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

Shields

Shields do not affect a character's speed.

WEIGHT
This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

ARMOR SPECIAL FEATURES

Some armors, particularly those made out of primitive materials, are inferior compared to standard equipment. These armors have the fragile special feature.
Fragile

Armor with the fragile quality falls apart when hit with heavy blows. If an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. If already broken, the armor is destroyed instead. Fragile armor is broken or destroyed by only critical threats that are generated by natural 20s. Masterwork and magical fragile armor lacks these flaws unless otherwise noted in the item description or the special material description.

If armor gains the broken condition in this way, that armor is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the armor the broken condition (like the Field Repair feat) or the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the armor regains the hit points it lost when the broken condition was applied. Damage done by an attack against armor (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.

MASTERWORK ARMOR

Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1.

The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon. Without using magic, you can't add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item (see the Craft skill).

A masterwork suit of armor or shield costs an extra 150 gp over and above the normal price for that type of armor or shield.

The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon.

All magic armors and shields are automatically considered to be of masterwork quality.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. However, you can create masterwork armor spikes and shield spikes, which do confer their enhancement bonus on attack rolls to attacks made with the spikes.

ARMOR FOR UNUSUAL CREATURES

Table: Armor for Unusual Creatures
Size Humanoid Nonhumanoid
Cost Weight Cost Weight
Small ×1 ×1/2 ×2 ×1/2
Medium ×1 ×1 ×2 ×1
Large ×2 ×2 ×4 ×2
Huge ×4 ×5 ×8 ×5
Gargantuan ×8 ×8 ×16 ×8
Colossal ×16 ×12 ×32 ×12
*Divide armor bonus by 2.

Armor and shields for unusually big creatures, unusually little creatures, and non-humanoid creatures (such as horses) have different prices and weights from those given on Table: Armor and Shields. Refer to the appropriate line on Table: Armor for Unusual Creatures and apply the multipliers to price and weight for the armor type in question.

GETTING INTO AND OUT OF ARMOR

Putting on or taking off armor is a sometimes complicated procedure. The time required to don armor depends on its type; see Table: Donning Armor.

DON

This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action.
Table: Donning Armor
Armor Type Don Don Hastily Remove
Shield (any) 1 move action n/a 1 move action
Padded, leather, hide, studded leather, or chain shirt 1 minute 5 rounds 1 minute1
Breastplate, scale mail, chainmail, banded mail, or splint mail 4 minutes1 1 minute 1 minute1
Half-plate or full plate 4 minutes2 4 minutes1 1d4+1 minutes1
1 If the character has some help, cut this time in half. A single character doing nothing
else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.

DON HASTILY

This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.

REMOVE

This column tells how long it takes to get the armor off. Removing a shield from your arm and dropping it is only a move action.