Armor | Pathfinder on Roll20 Compendium

Edit Page Content For most, armor is the bare way to protect oneself in a earth of rampant threats and dangers. many characters can wear merely the simplest of armors, and entirely some can use shields. To wear heavier armor efficaciously, a character can select the Armor Proficiency feats, but most Classes are automatically technical with the armors that work estimable for them .
here is the format for armor entries ( given as column headings on board : armor and Shields ) .
Cost : The cost in gold pieces of the armor for Small or Medium Humanoid creatures. See table : armor for strange Creatures for armor prices for other creatures.

Armor/Shield Bonus : Each type of armor grants an armor bonus to AC, while shields grant a Shield bonus to AC. The armor bonus from a suit of armor does n’t stack with other effects or items that grant an armor bonus. similarly, the Shield bonus from a Shield does n’t stack with other effects that grant a Shield bonus .
Maximum Dex Bonus : This number is the maximum Dexterity bonus to AC that this type of armor allows. Dexterity bonuses in surfeit of this act 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 does n’t affect any other Dexterity-related abilities .
evening 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 total of gearing carried, including armor ) may besides restrict the maximum Dexterity bonus that can be applied to his Armor Class .
Shields : Shields do not affect a quality ‘s utmost Dexterity bonus, except for column shields .
Armor Check Penalty : Any armor heavier than Leather, a well as any Shield, hurts a character ‘s ability to use Dexterity- and Strength-based Skills. An armor see Penalty applies to all Dexterity- and Strength-based Skill Checks. A character ‘s encumbrance may besides incur an armor check Penalty .
Shields : If a quality is wearing armor and using a Shield, both armor bridle penalties apply .
Nonproficient with Armor Worn : A fictional character who wears armor and/or uses a Shield with which he is not technical takes the armor ‘s ( and/or harbor ‘s ) armor determine penalty on attack rolls american samoa 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 following day. He takes a –2 penalty on Strength and Dexterity and ca n’t Charge or run. Sleeping in ignite armor does not cause fatigue duty .
Arcane Spell Failure Chance : armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a bodily component. Arcane spellcasters face the possibility of arcane Spell Failure if they ‘re wearing armor. Bards can wear fall armor and use shields without incurring any arcane Spell Failure opportunity for their bard Spells .
Casting an Arcane Spell in Armor : A character who casts an arcane spell while wearing armor must normally make an arcane Spell Failure confirmation. The numeral in the Arcane Spell Failure Chance column on mesa : armor and Shields is the percentage luck that the spell fails and is ruined. If the go lacks a bodily part, however, it can be cast with no casual of arcane Spell Failure.

Shields : If a character is wearing armor and using a Shield, add the two numbers together to get a individual arcane Spell Failure gamble .
Speed : medium or heavy armor slows the wearer down. The count 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 beginning column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the moment column. Remember, however, that a dwarf ‘s land accelerate remains 20 feet tied in medium or arduous armor or when carrying a medium or intemperate load .
Shields : Shields do not affect a character ‘s travel rapidly .
Weight : This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs one-half as much, and armor for large characters weighs doubly a much .

Armor Descriptions

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
Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lbs.
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 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.
Medium Armor
Hide 15 gp +4 +4 –3 20% 20 ft. 15 ft. 25 lbs.
Scale Mail 50 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs.
Chainmail 150 gp +6 +2 –5 30% 20 ft. 15 ft. 40 lbs.
Breastplate 200 gp +6 +3 –4 25% 20 ft. 15 ft. 30 lbs.
Heavy Armor
Splint Mail 200 gp +7 +0 –7 40% 20 ft.2 15 ft.2 45 lbs.
Banded Mail 250 gp +7 +1 –6 35% 20 ft.2 15 ft.2 35 lbs.
Half-Plate 600 gp +8 +0 –7 40% 20 ft.2 15 ft.2 50 lbs.
Full Plate 1,500 gp +9 +1 –6 35% 20 ft.2 15 ft.2 50 lbs.
Shields
Buckler 5 gp +1 –1 5% 5 lbs.
Shield, light wooden 3 gp +1 –1 5% 5 lbs.
Shield, light steel 9 gp +1 –1 5% 6 lbs.
Shield, heavy wooden 7 gp +2 –2 15% 10 lbs.
Shield, heavy steel 20 gp +2 –2 15% 15 lbs.
Shield, tower 30 gp +43 +2 –10 50% 45 lbs.
Extras
Armor Spikes +50 gp +10 lbs.
Gauntlet, locked 8 gp special n/a4 +5 lbs.
Shield spikes +10 gp +5 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 A tower Shield can instead grant you cover. See the Description.
4 Hand not free to cast Spells.

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 convention adaptation, except that its armor check Penalty is lessened by 1 .
A masterwork suit of armor or Shield costs an excess 150 general practitioner over and above the normal monetary value for that type of armor or Shield .
The masterwork choice 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 trick armors and shields are automatically considered to be of masterwork quality .
You ca n’t add the masterwork timbre to armor or a shield after it is created ; it must be crafted as a masterwork detail .

Armor for Unusual Creatures

Table: Armor for Unusual Creatures
Size Humanoid Nonhumanoid
Cost Weight Cost Weight
Tiny or smaller* ×1/2 ×1/10 ×1 ×1/10
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 nonhumanoid creatures ( such as horses ) have unlike costs and weights from those given on table : armor and Shields. Refer to the appropriate note on board : armor for unusual Creatures and apply the multipliers to cost and weight for the armor type in interview .

Getting Into and Out of Armor

The time required to don armor depends on its type ; see board : Donning Armor.

Don : This column tells how long it takes a quality to put the armor on. ( One minute is 10 rounds. ) Readying ( strapping on ) a Shield is lone a move Action .
Don Hastily : This column tells how long it takes to put the armor on in a rush. The armor hindrance Penalty and armor bonus for hurriedly donned armor are each 1 degree worse than normal .
Remove : This column tells how long it takes to get the armor off. Removing a shield from the sleeve and dropping it 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.
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