Depending on a character's class, the character may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, select the Armor Proficiency feats.
Table: Armor |
Armor |
Cost |
Armor Bonus |
Max Dex |
Check Penalty |
Speed |
Weight |
|
30 ft. | 20 ft. | ||||||
Light armor | |||||||
Padded | 5 gp | +1 | +8 | 0 | 30 ft. | 20 ft. | 10 lb. |
Leather | 10 gp | +2 | +6 | 0 | 30 ft. | 20 ft. | 15 lb. |
Studded leather | 25 gp | +3 | +5 | –1 | 30 ft. | 20 ft. | 20 lb. |
Chain shirt | 100 gp | +4 | +4 | –2 | 30 ft. | 20 ft. | 25 lb. |
Medium armor | |||||||
Hide | 15 gp | +3 | +4 | –3 | 20 ft. | 15 ft. | 25 lb. |
Scale mail | 50 gp | +4 | +3 | –4 | 20 ft. | 15 ft. | 30 lb. |
Chainmail | 150 gp | +5 | +2 | –5 | 20 ft. | 15 ft. | 40 lb. |
Breastplate | 200 gp | +5 | +3 | –4 | 20 ft. | 15 ft. | 30 lb. |
Heavy Armor | |||||||
Splint mail | 200 gp | +6 | +0 | –7 | 20 ft.* | 15 ft.* | 45 lb. |
Banded mail | 250 gp | +6 | +1 | –6 | 20 ft.* | 15 ft.* | 35 lb. |
Half-plate | 600 gp | +7 | +0 | –7 | 20 ft.* | 15 ft.* | 50 lb. |
Full plate | 1,500 gp | +8 | +1 | –6 | 20 ft.* | 15 ft.* | 50 lb. |
* When running in heavy armor, a character moves only triple speed, not quadruple. |
Table: Shields |
Armor |
Cost |
Armor Bonus |
Max Dex |
Check Penalty |
Speed |
Weight |
|
30 ft. | 20 ft. | ||||||
Buckler | 15 gp | +1 | – | –1 | – | – | 5 lb. |
Shield, small, wooden | 3 gp | +1 | – | –1 | – | – | 5 lb. |
Shield, small, steel | 9 gp | +1 | – | –1 | – | – | 6 lb. |
Shield, large, wooden | 7 gp | +2 | – | –2 | – | – | 10 lb. |
Shield, large, steel | 20 gp | +2 | – | –2 | – | – | 15 lb. |
Shield, tower | 30 gp | ** | – | –10 | – | – | 45 lb. |
Table: Extras |
Armor |
Cost |
Armor Bonus |
Max Dex |
Check Penalty |
Speed |
Weight |
|
30 ft. | 20 ft. | ||||||
Armor spikes | +50 gp | – | – | – | – | – | +10 lb. |
Gauntlet, locked | 8 gp | – | – | Special | – | – | +5 lb. |
Shield spikes | +10 gp | – | – | – | – | – | +5 lb. |
Cost: The cost of the armor.
Armor Bonus: The protective value of the armor. Bonuses from armor and a shield stack. This bonus is an armor bonus, so it does not stack with other effects that increase an armor bonus, such as the mage armor spell or bracers of armor.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing a character's ability to dodge blows. Even if a Dexterity bonus drops to 0, a character is not considered to have lost the Dexterity bonus. Shields do not affect the maximum Dexterity bonus.
Armor Check Penalty: Anything heavier than leather hurts the ability to use some skills. Both armor check penalties apply when wearing armor and shield. The armor check penalty number is the armor check penalty applied to certain skill checks.
If armor is worn with which a character is not proficient, the character suffers the armor's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
If a character sleeps in a suit of armor with an armor check penalty of -5 or worse, the character is automatically fatigued the next day. The character suffers a -2 penalty on Strength and Dexterity, and can't charge or run.
Speed: Medium and heavy armor slows a character down. The number on Table: Armor is a character's top speed while wearing the armor. Shields do not affect speed.
Weight: The weight of the armor. Armor fitted for Small characters weighs half as much.
When casting an arcane spell while wearing armor, a character must make an arcane spell failure roll. The number in the Arcane Spell Failure is the chance that the spell fails and is ruined. If the spell lacks a somatic (S) component it can be cast without making the arcane spell failure roll.
Table: Arcane Spell Failure |
Armor | Failure |
Light armor | |
Padded | 5% |
Leather | 10% |
Studded leather | 15% |
Chain shirt | 20% |
Medium armor | |
Hide | 20% |
Scale mail | 25% |
Chainmail | 30% |
Breastplate | 20% |
Heavy Armor | |
Splint mail | 40% |
Banded mail | 35% |
Half-plate | 40% |
Full plate | 35% |
Shields | |
Buckler | 5% |
Shield, small, wooden | 5% |
Shield, small, steel | 5% |
Shield, large, wooden | 15% |
Shield, large, steel | 15% |
Shield, tower | 50% |
Both spell failure chances should be combined when wearing armor and shield.
The time required to don armor depends on its type.
Table: Donning Armor |
Armor Type | Don | Don Hastily | Remove |
Padded, leather, hide, studded leather, or chain shirt | 1 minute | 5 rounds | 1 minute* |
Breastplate, scale mail, chainmail, banded mail, or splint mail | 4 minutes* | 1 minute | 1 minute* |
Half-plate or full plate | 4 minutes** | 4 minutes* | 1d4+1 minutes* |
* If a 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. ** A character must have help to don this armor. Without help, it can only be donned hastily. |
Don: This column records how long it takes to put the armor on. (One minute is 10 rounds.)
Don Hastily: This column records how long it takes to put the armor on in a hurry. Hastily donned armor has an armor check penalty and armor bonus each 1 point worse than normal.
Remove: This column records how long it takes to get the armor off.
The information on Table: Armor is for Medium-size creatures. Armor for Tiny or smaller creatures costs half as much as that for Medium-size creatures, provides half as much protection, and weighs one-tenth or less as much. Armor for Large characters costs double and weighs twice as much, and for Huge creatures it costs quadruple and weighs five times as much. Armor for even larger creatures must be specially made and has no standard price or weight.
Armor for a nonhumanoid creature costs twice as much as the same armor for a humanoid.
The types of armor found on Table: Armor are described below.
Armor Spikes: Spikes can be added to armor. They deal 1d6 points of piercing damage (X2 crit) with a successful grapple attack. The spikes count as a martial weapon. If a character is not proficient with them, the character suffers a -4 penalty on grapple checks when trying to use them. A regular melee attack (or off-hand attack) can be made with the spikes, and they count as a light weapon in this case.
An enhancement bonus on a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.
Banded Mail: This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.
Breastplate: A breastplate covers
the front and back. It comes with a helmet and matching greaves (plates to cover
the lower legs). A light suit or skirt of studded leather beneath the breastplate
protects limbs without restricting
movement much.
Buckler: This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.
Chain Shirt: A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.
Chainmail: This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.
Full Plate: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.
Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4X100) gold pieces.
Full plate is also known as field plate.
Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach her weapon so that it cannot be dropped easily. It adds a +10 bonus to any roll to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. The price given is for a single locked gauntlet. The weight given only applies if the character is wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet the character already has as part of the armor.
While the gauntlet is locked, the hand wearing can't be used for casting spells or employing skills.
Like a normal gauntlet, a locked gauntlet deals normal damage rather than subdual damage with an unarmed strike.
Half-Plate: This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
Hide: This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
Padded: Padded armor features quilted layers of cloth and batting.
Scale Mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
Small Shield: A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
Large Shield: A large shield is too heavy to use the shield hand for anything else.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks (such as warp wood and heat metal).
Shield Bash Attacks: An opponent can be bashed with a shield, using it as an off-hand weapon. A Medium-size character deals 1d4 points of damage (X2 crit) with a large shield or 1d3 (X2 crit) with a small one. (The tower shield cannot be used to perform the bash action.) A Small character deals 1d3 points of damage (X2 crit) with a large shield or 1d2 (X2 crit) with a small one. Used this way, the shield is a martial bludgeoning weapon. For purposes of attack penalties, treat a shield as a light weapon. If the shield is used as a weapon, lose its AC bonus until the character's next action (usually until the next round).
Shield Spikes: These spikes turn a shield into a martial piercing weapon that deals 1d6 points of damage (X2 crit) no matter whether the shield is small or large. Buckler or tower shields cannot have shield spikes.
Shield, Tower: This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.
Splint Mail: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.
Studded Leather: This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.