Pathfinder light armor

Pathfinder light armor DEFAULT

Armor and Shields

Shields
ShieldCostArmor/Shield BonusMaximum Dex BonusArmor Check PenaltyArcane Spell Failure ChanceSpeedWeight1Source
30 ft.20 ft.
Buckler5 gp+1-15%5 lbs.PZO1110
Klar12 gp+1-15%6 lbs.PCS:ISWG
Madu, leather30 gp+1-25%5 lbs.PPZO9410
Madu, steel40 gp+1-25%6 lbs.PPZO9410
Shield, light steel9 gp+1-15%6 lbs.PZO1110
Shield, light steel (quickdraw)59 gp+1-25%7 lbs.PZO1115
Shield, light wooden3 gp+1-15%5 lbs.PZO1110
Shield, light wooden (quickdraw)53 gp+1-25%6 lbs.PZO1115
Shield, heavy steel20 gp+2-215%15 lbs.PZO1110
Shield, heavy wooden7 gp+2–215%10 lbs.PZO1110
Shield, tower30 gp+43+2-1050%45 lbs.PZO1110
Snarlshield, steel50 gp+2-315%20 lbs.PPZO94102
Snarlshield, wooden37 gp+2-315%15 lbs.PPZO94102
War-shield, dwarven50 gp+1-120%8 lbs.PPZO94102

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.
* Can be worn alone or added to existing suits of armor.

For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields. To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.

Here is the format for armor entries (given as column headings on Table: Armor and Shields).

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, while shields grant a shield bonus to Armor Class. 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.

Maximum Dex Bonus

This number is the maximum Dexterity bonus to Armor Class 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 Armor Class. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.

Even if a character’s Dex bonus to Armor Class drops to 0 because of armor, this situation does not count as losing his Dex bonus to Armor Class.

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

Shields: Shields do not affect a character’s maximum Dex bonus, except for tower shields.

Armor Check Penalty

Any armor heavier than leather, as well as any shield, hurts a character’s ability to use Dex– and Str-based skills. An armor check penalty applies to all Dex– 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 Dex– and Str-based ability and skill checks. The penalty for non-proficiency 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 Str and Dex 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 can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.

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 numbers 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 halflings 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.

Damaging Armor

The following information is copied and slightly reworded from the broken condition. See the broken condition for the full, original text.

Armor or shields that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

The AC bonus armor or a shield grants is halved, rounded down, and its armor check penalty to skill checks is doubled.

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 cost 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.

You can’t add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.

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.

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.

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 the arm and dropping it is only a move action.

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.

Mundane Armor Modifications

The dwarven master smiths of the Ninth Battalion constantly refine new techniques to further upgrade the heavy armor worn by their brethren on the front lines. In addition to increasing the armor’s base cost and weight as set out below, each individual upgrade reduces the wearer’s speed by 5 feet; the Slow and Steady dwarven racial ability enables dwarves to ignore the associated speed penalties. The listed costs are for including these modifications on nonmagical armor; increase the cost by 50% if adding them to a suit of magical armor.

Deflecting

Source: PCh:FG

The artistry of armor design lies not just in how well it protects its wearer, but in how widely or unexpectedly its angles can deflect an opponent’s blows. When an attacker’s failed strike causes his weapon to ricochet outside of his natural guard position, there is a momentary window of opportunity where the opponent is vulnerable to the wearer’s counterstrike.

Whenever an opponent strikes at the wearer with a bludgeoning or slashing melee weapon and misses by 5 or fewer, the wearer gains a +1 circumstance bonus on his next melee attack roll against that opponent. This attack must be made in the next round or the bonus is lost.

In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet; the Slow and Steady dwarven racial ability enables dwarves to ignore the associated speed penalties. The listed costs are for including this modification to nonmagical armor; increase the cost by 50% if adding to a suit of magical armor.

Cost: +1,000 gp; Weight: +10 lbs.

Jarring

Source: PCh:FG

Opponents who swing too hard at this armor soon learn to regret it. The jarring shock that runs up the attacker’s arm as their weapon connects makes it feel as though they have just struck a wall.

Whenever an opponent with a melee weapon strikes at the wearer using the Power Attack feat and misses by 5 or fewer, he must make a Fortitude save or be sickened until the end of his next turn. The save DC is 10 plus the bonus that Power Attack would have applied to the damage roll if the attack been successful.

In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet; the Slow and Steady dwarven racial ability enables dwarves to ignore the associated speed penalties. The listed costs are for including this modification to nonmagical armor; increase the cost by 50% if adding to a suit of magical armor.

Cost: +1,000 gp; Weight: +20 lbs.

Vital Guard

Source: PCh:FG

A truly well-designed armor reinforces its defense in the most vulnerable locations.

Whenever an opponent scores a critical threat against the wearer, treat the wearer’s armor bonus as +2 higher than normal for the confirmation roll.

In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet; the Slow and Steady dwarven racial ability enables dwarves to ignore the associated speed penalties. The listed costs are for including this modification to nonmagical armor; increase the cost by 50% if adding to a suit of magical armor.

Cost: +500 gp; Weight: +15 lbs.

Barding

Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table: Armor and Shields.

Armor for a horse (a Large non-humanoid creature) costs four times as much as human armor (a Medium humanoid creature) and also weighs twice as much (see Table: Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.

Flying mounts can’t fly in medium or heavy barding.

Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than a rider and normal saddlebags.

BardingModifier
(40 ft)(50 ft.)(60 ft.)
Medium30 ft.35 ft.40 ft.
Heavy30 ft.*35 ft.*40 ft.*

* A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple.

Armor for Unusual Creatures

Armor and shields for unusually big creatures, unusually little creatures, and non-humanoid creatures (such as horses) have different costs 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 cost and weight for the armor type in question.

SizeHumanoidNonhumanoid
CostWeightCostWeight
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.

Eastern Armor

Although most of the armor in fantasy roleplaying games take their inspiration from medieval Europe and Western fantasy traditions, there’s much more to the world of armor than knights in plate mail. The following list presents types of armor drawn from the martial traditions of Asia, perfect for use by eastern characters or as new staples ready to be introduced into your campaign.

Many of the following types of armor are constructed of multiple parts, which a number of these armors mix and match.

Light Armor: Lamellar cuirass, leather lamellar, haramaki, silken ceremonial armor.

Medium Armor: Do-maru, four-mirror, horn lamellar, kikko, mountain pattern, steel lamellar.

Heavy Armor: Iron lamellar, kusari gusoku, lamellar stone coat, o-yoroi, tatami-do.

Sours: https://www.d20pfsrd.com/EQUIPMENT/armor/

Pathfinder – Practical Guide to Celestial Armor

Last Updated: June 20, 2021

Introduction

This is a somewhat unique article for me. Specific magic items rarely justify any long-form analysis, and named magic weapons and armor rarely make it into my guides because so few of them are worth their price compared to custom gear.

Celestial Armor is a unique case. It’s bizarre combination of base stats and maximum dexterity bonus make it a potentially excellent armor option for characters of high enough level to afford it, and with enough Dexterity to make it worthwhile. But the math is too complex to do in my head, and there are too many variables to leave it up to guesswork.

This article will involve a fair bit of math, and will seek to answer some questions in regard to Celestial Armor:

  • Is Celestial Armor good compared to comparably priced custom armor?
  • How much Dexterity do you need to make Celestial Armor worthwhile?
  • Does Celestial Armor remain good after you enhance it beyond its base stats?
  • What armor should I wear?

Table of Contents

Disclaimer

I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options
not covered here, please email me and I am happy to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Item Stats

Chainmail

ArmorPriceBonusMax DexACPArcane Failure30 ft.20 ft.Weight
Chainmail150 gp+6+2–530%20 ft.15 ft.40 lbs.

Celestial Armor

Price 22,400 gp; Aura faint transmutation [good]; CL 5th; Weight 20 lbs.

This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

That means that Celestial Armor has a final armor bonus of +9, and with a Maximum Dexterity Bonus of +8 you can max out your AC bonus at a truly impressive +17. Of course, with no frame of reference +17 isn’t an especially useful method for measuring the merits of the item.

It’s crucial to note that Celestial Armor is considered light armor. Unlike mithral chainmail, which is light armor for every purpose except proficiency, Celestial Armor is actually light armor, which means that classes which rely on light armor can use it without spending a feat.

Analysis

The best way to measure the effectiveness of Celestial Armor is to compare to other armor options. Price is a big part of what makes an item good or bad, and if Celestial Armor isn’t as cost-effective as comparable armor options it’s clearly a bad item.

Baseline

For our baseline comparison, we’ll look at the standard Celestial Armor, and we’ll compare it to other armors that cost roughly the same amount of gold. While light and medium armors are the most useful comparison (Celestial Armor wearers are almost certainly not wearing full plate), we’ll include heavy armor for comparison. At the very least I find the numbers interesting.

ArmorCategoryGP CostAC BonusMax DexACPSpell FailureWeight
Celestial ArmorLight22,400+9+8-215%20
Haramaki, +5Light25,151+6001
Chain Shirt, Mithral, +5Light26,100+9+6010%12.5
Breastplate, Mithral, +4Light*20,200+10+5-115%20
Breastplate, +5Medium25,350+11+3-325%40
O-Yoroi, Mithral, +3Medium*19,700+11+4-325%22.5
Full Plate, Mithral, +3Medium*19,500+12+3-325%25
O-Yoroi, +4Heavy17,850+12+2-535%45
Full Plate, +4Heavy17,650+13+1-535%50

That reveals some surprising information. First, every comparable armor (including mithral heavy armor) is at least +3. That means that when it’s time to further enhance your armor, Celestial Armor doesn’t cost any more to enhance than any other armor option. The implications might not be immediately obvious, but it is an absolutely massive point in Celestial Armor’s favor. Going into this document, one of my hypotheses was that Celestial Armor would be good within a specific price range, but would become obsolete when upgrading it became too expensive. The information in the table above outright rejects that hypothesis, which is very exciting.

Enhanced

Knowing that enhancing Celestial Armor is financially viable, the next step is to compare enhanced Celestial Armor to armor from the above table which has been enhanced above our baseline.

Conclusions

Based on the above analysis, I think we can answer the questions we posed at the beginning of the article:

Is Celestial Armor good compared to comparably priced custom armor?

Yes. In its price range, it has the highest total AC bonus (the sum of AC bonus and Maximum Dexterity Bonus) of any armor, beating out Mithral Full Plate and Mithral O-Yoroi by 2. +5 Haramaki can match it, but requires the character to have Dexterity bonus of +13, and since it’s already +5 it can’t gain a higher enhancement bonust to AC.

How much Dexterity do you need to make Celestial Armor worthwhile?

This varies depending on your highest level of armor proficiency:

  • Light: Any.
  • Medium: Any.
  • Heavy: +6.

Does Celestial Armor remain good after you enhance it beyond its base stats?

Yes. The only armors that can compete with Celestial Armor are Mithral O-Yoroi and Mithral Full Plate. All three armors are +3, so enhancing them costs the same amount of gold.

What Armor Should I Wear?

Your choice of armor depends heavily on the final Dexterity bonus you intend for your character to have, and on the type of armor proficiency you have. For example, if you have 12 Dexterity and never plan to improve it, and you have heavy armor proficiency, regular Full Plate armor is your best bet. However, if you have 16 Dexterity and want to raise it to 22 with a belt, Celestial Armor will be your best bet regardless of proficiency.

Dex BonusLightMediumHeavyNotes
0Celestial ArmorBreastplateFull PlateCelestial Armor is the best light armor right from the start. +5 Chain Shirt can match the AC bonus, but it’s more expensive than Celestial Armor (even if it’s not Mithral) and it can’t be enhanced to provide more AC. Unless the Armor Check Penalty is a problem for you, there’s probably no reason to use anything else. You can also pick up the Armor Expert trait to reduce the Armor Check Penalty by 1, leaving you with an ACP of just -1.
+1Celestial ArmorBreastplateFull Plate
+2Celestial ArmorBreastplateO-Yoroi
+3Celestial ArmorBreastplateMithral Full Plate
+4Celestial ArmorMithral BreastplateMithral O-Yoroi
+5Celestial ArmorMithral BreastplateMithral O-YoroiBecause +4 Mithral Breastplate is used to compare to Celestial Armor, this is the last point at which it will be a better option than Celestial Armor. Enhancing Mithral Breastplate to +5 will provide as much AC as +5 Celestial Armor and will cost a total of roughly 9,000 gp less.
+6Celestial ArmorCelestial ArmorCelestial ArmorAt this point +5 Mithral Chain Shirt, +4 Mithral Breastplate, Mithral O-Yoroi, and Celestial armor all provide the same AC bonus. That’s an amusing coincidence, and it means that Mithral Chain Shirt is very briefly the best armor. However, because it can’t be enhanced any further you’ll generally want to invest in Celestial Armor rather than planning to sell your chain short.
+7Celestial ArmorCelestial ArmorCelestial ArmorAt this point Celestial Armor becomes and remains the most effective armor regardless of proficiency. Haramaki can technically exceed Celestial Armor, but if enhance Celestial Armor to provide a +5 enhancement bonus, you will need +13 Dex to match Celestial Armor, and that’s basically impossible.

Summary

Celestial Armor is not just good, I think that it is objectively the best armor in the game. It’s the most cost-effective armor for the largest variety of characters, and for high-Dexterity characters there is no other option that comes anywhere close unless you can somehow exceed 40 Dexterity.

Sours: https://rpgbot.net/pathfinder/characters/celestial_armor/
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Pathfinder

For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields. To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most Classes are automatically proficient with the armors that work best for them.

Here is the format for armor entries (given as column headings on Table: Armor and Shields).

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 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.

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.

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 CheckPenalty: Any armor heavier than Leather, as well as any Shield, hurts a character's ability to use Dexterity- and Strength-based Skills. An armor check Penalty applies 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 can wear light armor and use shields without incurring any arcane Spell Failure chance for their bard Spells.

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 numbers 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 halflings 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 Descriptions

ArmorCostArmor/Shield BonusMaximum Dex BonusArmor CheckPenaltyArcane Spell Failure ChanceSpeedWeight1
30 ft.20 ft.
Light armor
Padded5 gp+1+805%30 ft.20 ft.10 lbs.
Leather10 gp+2+6010%30 ft.20 ft.15 lbs.
Studded Leather25 gp+3+5–115%30 ft.20 ft.20 lbs.
Chain shirt100 gp+4+4–220%30 ft.20 ft.25 lbs.
Medium Armor
Hide15 gp+4+4–320%20 ft.15 ft.25 lbs.
Scale Mail50 gp+5+3–425%20 ft.15 ft.30 lbs.
Chainmail150 gp+6+2–530%20 ft.15 ft.40 lbs.
Breastplate200 gp+6+3–425%20 ft.15 ft.30 lbs.
Heavy Armor
Splint Mail200 gp+7+0–740%20 ft.215 ft.245 lbs.
Banded Mail250 gp+7+1–635%20 ft.215 ft.235 lbs.
Half-Plate600 gp+8+0–740%20 ft.215 ft.250 lbs.
Full Plate1,500 gp+9+1–635%20 ft.215 ft.250 lbs.
Shields
Buckler5 gp+1–15%5 lbs.
Shield, light wooden3 gp+1–15%5 lbs.
Shield, light steel9 gp+1–15%6 lbs.
Shield, heavy wooden7 gp+2–215%10 lbs.
Shield, heavy steel20 gp+2–215%15 lbs.
Shield, tower30 gp+43+2–1050%45 lbs.
Extras
Armor Spikes+50 gp+10 lbs.
Gauntlet, locked8 gpspecialn/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 normal version, except that its armor check Penalty is lessened by 1.

A masterwork suit of armor or Shield costs an extra 150 gp over and above the normal cost 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.

You can't add the masterwork quality to armor or a Shield after it is created; it must be crafted as a masterwork item.

Armor for Unusual Creatures

SizeHumanoidNonhumanoid
CostWeightCostWeight
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 different costs 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 cost and weight for the armor type in question.

Getting Into and Out of Armor

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.

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 the arm and dropping it is only a move Action.

Armor TypeDonDon HastilyRemove
Shield (any)1 move Actionn/a1 move Action
Padded, Leather, hide, studded Leather, or Chain Shirt1 minute5 rounds1 minute1
Breastplate, Scale Mail, Chainmail, Banded Mail, or Splint Mail4 minutes11 minute1 minute1
Half-Plate or Full Plate4 minutes24 minutes11d4+1 minutes1
Sours: https://roll20.net/compendium/pathfinder/Armor

Dark Retriever's Padded Armor

PaddedThis is an intermediate step of relic creation1+3 EnhancementEnhancement +3

Shroud of the Eternal Hunger

PaddedThe wearer of this +3 padded armor gets +3 bonus to saving throws against fear and nauseated condition. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or become nauseated for one round.1+3 EnhancementEnhancement +3

Thick Pads

PaddedWhenever an enemy confirms a critical hit against the wearer of this +1 padded armor, they must pass a Fortitude saving throw (DC 16) or become unstable to attack with a weapon for one round.1+1 EnhancementEnhancement +1

Web Strider

PaddedThis +3 padded armor is finely done, using a bit of leather, webs, and teeth, it grants the wearer +2 morale bonus to Dexterity score.1+3 Enhancement+2 Dexterity
Enhancement +3

Zon-Kuthon's Suffocating Caress

PaddedThis +4 padded armor is very stuff. The wearer suffers -2 penalty to attack rolls and Constitution score. However, the wearer gets electricity resistance 30. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearer's attacks deal addition 1d12 electric damage, and the spells with the electric descriptor they cast become quickened as though using the Quickened Spell feat.1+4 Enhancement Enhancement +4

Exalted Leader's Chainshirt

ChainshirtThis +5 mithral chainshirt grants its wearer heavy fortification and immunity against bleed effects.4+5 EnhancementEnhancement +5, Mithral

Purging Chains

ChainshirtThis +5 adamantine chainshirt makes its wearer immune to ability score damage. 4+5 EnhancementAdamantine, Enhancement +5

Panther's Grace

StuddedThis +5 studded armor grants its wearer a +15 competence bonus on Stealth skill checks as well as a +4 competence bonus on Reflex saving throws.3+5 EnhancementEnhancement +5

Impending Eclipse

HaramakiThis +5 haramaki makes its wearer immune to elemental damage for the first three rounds of combat. 1+5 EnhancementEnhancement +5

Desert Mirage

LeatherThis +5 armor grants its wearer a +15 competence bonus on Trickery skill checks. In addition, whenever the wearer successfully passes a saving throw, they gain the displacement spell effect for 1 round.2+5 EnhancemnetEnhancement +5

Deadly Rays

HaramakiThis +5 haramaki grants its wearer a +4 insight bonus on range touch attack rolls. 1+5 EnhancementEnhancement +5

Barding of Vengeance

Leather BardingWhenever the wearer of this +5 leather barding suffers 30 or more damage in single hit, he gets the effect of winds of vengeance spell for 1 minute.2+5 EnhancemnetEnhancement +5

Arrow Catcher

HaramakiThis +5 haramaki grants its wearer DR 6/- against ranged weapon attacks.1+5 EnhancementEnhancement +5

Trailblazer's Armor

LeatherThis +4 leather armor grants its wearer a +10 competence bonus on Perception checks and a +3 bonus to maximum Dexterity.2+4 Enhancemnet+10 Perception
Enhancement +4

Seasoned Assassin's Armor

StuddedWhile wearing this +4 studded armor you have total concealment against all ranged attacks (weapon and touch). Whenever you receive a critical hit from a ranged attack, you gain DR 10/- for 1d3 rounds. Howeer, receiving a critical hit in melee combat makes you prone for 1 round.3+4 EnhancementEnhancement +4

Eternal Ballad

ChainshirtThis +4 mithral chainshirt prevents bard's Bardic Performance or skald's Raging Song class abilities from being interrupted when the wearer is stunned or knocked prone. In addition, allies revived by the skald's Song of the Fallen gain a +2 morale bonus to attack and damage until the end of combat. 4+4 EnhancementEnhancement +4, Mithral

Haramaki of Divine Guidance

HaramakiThis +4 haramaki grants its wearer a +4 sacred bonus on all saving throws. 1+4 EnhancementEnhancement +4

Mystic Grace

LeatherThis +3 leather armor made from very light and delicate leather, increasing max dexterity bonus by 1 and decreasing arcane spell failure chance by 10%.It also grants the wielder +2 bonus on caster level checks made to overcome spell resistance.2+3 EnhancementEnhancement +3

Royal Messenger's Chainshirt

ChainshirtThis +4 mithral chainshirt grants its wearer a+4 bonus on Reflex saving throws and a +10 competence bonus on Mobility checks. 8+4 EnhancementEnhancement +4

Armor of Vigilant Sprouts

PaddedWhenever the wearer of this +4 padded armor is hit by a sneak attack or an attack of opportunity, the attack must pass a Reflex saving throw (DC 28) or become entangled for 3 rounds.1+4 EnhancementEnhancement +4

Studded Armor of Trinity

StuddedThis +3 studden leather grants the wearer DR 3/-.3+3 EnhancementEnhancement +3

Padded Armor of Refined Maneuver

PaddedThis +3 padded armor grants the wearer a +5 competetence bonus on Mobility checks, a +3 bonus to CMB, and a +3 bonus to CMD.1+3 EnhancementEnhancement +3

Mantle of Night

LeatherThis +3 leather armor blurs the wearer whenever she tries to hide, while also dampending the sound around her, granting a +10 competence bonus on stealth skill checks. If the wearer is no longer hidden blur effects stays for 1s4 rounds.2+3 EnhancementEnhancement +3

Delamere's Armor

LeatherThis +3 leather armor allows its wearer to cast spells from the Plants domain as if they were 2 caster level higher.2+3 EnhancementEnhancement +3

Exquisite Chain Barding

Chainshirt BardingThis +3 chainshirt barding grants its wearer a +2 bonus to Dexterity ability score, and immunity to ability score damage for the first 3 rounds of combat.4+3 EnhancementEnhancement +3

Haramaki of Scholarship

HaramakiThis +3 haramaki grants its wearer a +5 competence bonus on Knowledge (Arcana) skill checks and a +4 bonus on Concentration checks.1+3 EnhancementEnhancement +3

Leather Armor of Useful Pockets

LeatherThis +3 armor grants the wearer a +2 bonus to Dexterity. Every day the wearer finds a random scroll in its pocket.2+3 EnhancementEnhancement +3

Delamere's Cursed Armor

LeatherThis is a +3 leather armor2+3 EnhancementEnhancement +3

Chainshirt of Life Vim

ChainshirtThis +3 chainshirt grants the wearer a +4 profane bonus to AC against the attacks of non-living creatures. 4+3 EnhancementEnhancement +3

Unbending Armor

StuddedThis +1 studded leather armor grants the wearer DR/ piercing.3+1 EnhancementEnhancement +1

Padded Armor of Focus

PaddedThis padded armor grants its wearer a+2 concentration checks.1n/a

Lightened Harness

Leather BardingThis +1 leather barding increases animal companion base speed by 10 feet and grants it one additional attack of opportunity.2+1 EnhancementEnhancement +1

Armor of Vigilance

LeatherThis +1 leather armor grants the wearer a +4 bonus to AC against sneak attacks.2+1 EnhancementEnhancement +1

Bruiser's Chainshirt

ChainshirtThis +2 chainshirt grants the wearer DR 3/ piercing.4+2 EnhancementEnhancement +2

Naturalist Armor

StuddedThis +2 studded leather armor grants its wearer a +2 insight bonus to AC against the attacks of plants and vermins.3+2 EnhancementEnhancement +2

Veteran's Armor

PaddedThis +2 padded armor grants the wielder 10 resistance against fire and electricity. 1+3 EnhancementEnhancement +2

Mithral Chainshirt

Chainshirtn/a4Mithral

Mithral Chainshirt +1

Chainshirtn/a4+1 EnhancementEnhancement +1, Mithral

Mithral Chainshirt +2

Chainshirtn/a4+2 EnhancementEnhancement +2, Mithral

Mithral Chainshirt +3

Chainshirtn/a4+3 EnhancementEnhancement +3, Mithral

Mithral Chainshirt +4

Chainshirtn/a4+4 EnhancementEnhancement +4, Mithral

Mithral Chainshirt +5

Chainshirtn/a4+5 EnhancementEnhancement +5, Mithral

Lady Callandra's Chainshirt

ChainshirtThis is a +2 mithral chainshirt. 4+2 EnhancementEnhancement +2, Mithral

Sage Armor

LeatherThis +5 leather armor grants its wearer an additional +2 dodge bonus to aC while under the effects of a shield spell.2+5 EnhancementEnhancement +5

Second Skin

PaddedThis +4 padded armor has a +4 bonus to armor's maximum Dexterity. 1+4 EnhancementEnhancement +4

Archer's Archfoe

PaddedThis +5 padded armor grants itswearer DR 5/- against ranged attacks1+5 EnhancementEnhancement +5

Heavenly Vest

ChainshirtThis +5 mithral chainshirt grants its wearer immunity to energy drain. 4+5 EnhancementEnhancement +5, Mithral

Reaper's Vest

StuddedThis +3 studded armor grants tsi weaer an addition +3 dodge bonus to AC against shaken opponents' attacks.3+3 EnhancementEnhancement +3

Ghost Leather

LeatherThis +3 leather armor grants its wearer the effect of the greater invisibility spell for 2 rounds whenever an enemy successfully hits them.2+3 EnhancementEnhancement +3

Sheperd's Armor

StuddedThis +5 studded armor grants its wearer a +2 bonus on attack and damage rolls with shortbows and longbows. 3+5 EnhancementEnhancement +5

Mail of Clear Skies

StuddedThis +5 chianmail has a maximum Dexterity bonus of +5, an armor check penalty of -1, and an arcane spell failure chance of 15%. It is considered light armor.3+5 EnhancementEnhancement +5

Assassin's Chainshirt

ChainshirtThis +4 adamantine chainshirt grants its wearer a +4 bonus on critical confirmation rolls.8+4 Enhancement Enhancement +4, Adamantine

Bombardier's Vest

LeatherThis +1 leather armor provides its wearer a +2 bonus on attack rolls with bonsb and similar weapons.2+1 EnhancementEnhancement +1 

Adamantine Chainshirt

Chainshirtn/a4Adamantine

Adamantine Chainshirt +1

Chainshirtn/a4+1 EnhancementAdamantine, Enhancement +1

Adamantine Chainshirt +2

Chainshirtn/a4+2 EnhancementAdamantine, Enhancement +2

Adamantine Chainshirt +3

Chainshirtn/a4+3 EnhancementAdamantine, Enhancement +3

Adamantine Chainshirt +4

Chainshirtn/a4+4 EnhancementAdamantine, Enhancement +4

Adamantine Chainshirt +5

Chainshirtn/a4+5 EnhancementAdamantine, Enhancement +5

Vest of Hundred Pockets

StuddedThis +2 Studded leather armor grants its wearer a +5 competence bonus to Trickery skill checks.3+2 Enhancement+5 Trickery

Enhancement +2, Hundred Pockets

Jester's Vest

PaddedWhenever the wearer of this colorful +1 padded armor casts the Hideous Laughter spell, its DC is increased by 2.1+1 EnhancementEnhancement +1

Woodland's Aegis

StuddedThis +2 studded leather allows the wearer to cast barkskin spell once per day as a 3rd level druid. 3+2 EnhancementEnhancement +2

Shadow Leather +1

LeatherThis +1 leather armor grants its wearer a +5 competence bonus to Stealth skill checks. 2+1 Enhancement

+5 Stealth

Enhancement +1, Shadow

Gentle Persuasion

LeatherUpon performing a good deed, this armor reduces the wearer's Constitution by 2 each time, to a mini of 1. Only committing an evil act can provide relief, removing the constitution penalty and giving 10 temporary hit points instead. **2+5 Enhancement

+10 Stealth
+6 Dexterity

Enhancement +5, Greater Shadow, Conditioning

Padded Armor of Greater Acid and Sonic Resistance

PaddedThis +5 padded armor grants its wearer acid and sonic resistance 30. 1+5 Enhancement

Enhancement +5,  Acid resistance 30, Sonic resistance 30

Padded Armor of Greater Negative Energy Resistance

PaddedThis +3 padded armor grants its wearer resistance to negative energy 301+3 Enhancement

Enhancement +3, Negative Energy Resistance 30

Mithral Chainshirt of Greater Fire Resistance

ChainshirtThis +5 mithral chianshirt grants its wearer fire resistance 30.4+5 Enhancement

Enhancement +5, Mithral, Fire Resistance 30

Leather Armor of Greater Electricity Resistance +5

LeatherThis +5 leather armor grants its wearer resistance to electricity 302+5 Enhancement

Enhancement +5, Electricity Resistance 30

Leather Armor of Greater Cold Resistance

LeatherThis +3 leather armor grants its wearer resistance to cold 302+3 Enhancement

Enhancement +3, Cold Resistance 30

Chainshirt of Greater Acid Resistance

ChainshirtThis +5 chainshirt grants its wearer resistance to acid 30.4+5 Enhancement

Enhancement +5, Acid Resistance 30

Studded Leather

Studdedn/a3n/a

Studded Leather +1

Studdedn/a3+1 EnhancementEnhancement +1

Studded Leather +2

Studdedn/a3+2 EnhancementEnhancement +2

Studded Leather +3

Studdedn/a3+3 EnhancementEnhancement +3

Studded Leather +4

Studdedn/a3+4 EnhancementEnhancement +4

Studded Leather +5

Studdedn/a3+5 Enhancement

Enhancement +5

Haramaki

Haramakin/a1n/a

Haramaki +1

Haramakin/a1+1 EnhancementEnhancement +1

Haramaki +2

Haramakin/a1+2 EnhancementEnhancement +2

Haramaki +3

Haramakin/a1+3 EnhancementEnhancement +3

Haramaki +4

Haramakin/a1+4 EnhancementEnhancement +4

Haramaki +5

Haramakin/a1+5 EnhancementEnhancement +5

Leather Barding

Leather Bardingn/a2n/a

Leather Barding +1

Leather Bardingn/a2+1 EnhancementEnhancement +1

Leather Barding +2

Leather Bardingn/a2+2 EnhancementEnhancement +2

Leather Barding +3

Leather Bardingn/a2+3 EnhancementEnhancement +3

Leather Barding +4

Leather Bardingn/a2+4 EnhancementEnhancement +4

Leather Barding +5

Leather Bardingn/a2+5 EnhancementEnhancement +5

Leather Armor

Leathern/a2n/a

Leather Armor +1

Leathern/a2+1 EnhancementEnhancement +1

Leather Armor +2

Leathern/a2+2 EnhancementEnhancement +2

Leather Armor +3

Leathern/a2+3 EnhancementEnhancement +3

Leather Armor +4

Leathern/a2+4 EnhancementEnhancement +4

Leather Armor +5

Leathern/a2+5 EnhancementEnhancement +5

Padded Armor

Paddedn/a1n/a

Padded Armor +1

Paddedn/a1+1 EnhancementEnhancement +1

Padded Armor +2

Paddedn/a1+2 EnhancementEnhancement +2

Padded Armor +3

Paddedn/a1+3 EnhancementEnhancement +3

Padded Armor +4

Paddedn/a1+4 EnhancementEnhancement +4

Padded Armor +5

Paddedn/a1+5 EnhancementEnhancement +5

Chainshirt

Chainshirtn/a4n/a

Chainshirt +1

Chainshirtn/a4+1 EnhancementEnhancement +1

Chainshirt +2

Chainshirtn/a4+2 EnhancementEnhancement +2

Chainshirt +3

Chainshirtn/a4+3 EnhancementEnhancement +3

Chainshirt +4

Chainshirtn/a4+4 EnhancementEnhancement +4

Chainshirt +5

Chainshirtn/a4+5 EnhancementEnhancement +5

Chainshirt Barding

Chainshirt Bardingn/a4n/a

Chainshirt Barding +1

Chainshirt Bardingn/a4+1 EnhancementEnhancement +1

Chainshirt Barding +2

Chainshirt Bardingn/a4+2 EnhancementEnhancement +2

Chainshirt Barding +3

Chainshirt Bardingn/a4+3 EnhancementEnhancement +3

Chainshirt Barding +4

Chainshirt Bardingn/a4+4 EnhancementEnhancement +4

Chainshirt Barding +5

Chainshirt Bardingn/a4+5 EnhancementEnhancement +5

Dark Studded Leather Armor

Studdedn/a3+3 EnhancementEnhancement +3

Chainshirt of Life

Chainshirtn/a4+3 EnhancementEnhancement +3

Sturdy Leather Armor

Leathern/a2+2 EnhancementEnhancement +2

Leather Armor of Medium Acid Resistance

Leathern/a2+2 EnhancementEnhancement +2, Acid Resistance 15

Infiltrator's Armor

LeatherThis +2 leather armor grants +5 competence bonus on Stealth skill checks.2+2 Enhancement+5 Stealth

Enhancement +2

Padded Armor of Firm Steps

PaddedThis +2 padded armor grants its wearer immunity to trip.1+2 EnhancementEnhancement +2

Studded Leather of Medium Electricity Resistance

StuddedThis +2 studded leather armor grants its wearer resistance to electricity 153+2 EnhancementEnhancement +2

Antitioxin Chainshirt

ChainshirtThis +2 chainshirt grants its wearer +3 bonus on saving throws against poison4+2 EnhancementEnhancement +2

Padded Armor of Fortitude

StuddedThis +1 padded armor grants its wearer +3 resistance bonus on Foritude saving throws.1+1 Enhancement+3 Fortitude

Enhancement +1

Oak's Pelt

LeatherThis +3 leather armor gives the wearer a natural armor bonus instead of an armor bonus.0+5 Armor Class

Imperial Jaeger

StuddedThis +5 studded armor grants its wearer a +2 bonus on attack and damage rolls with crossbows.3+5 EnhancementEnhancement +5

Stainless Chainshirt

ChainshirtThis +1 adamantine chainshirt grants its wearer acid resistance 15.4+1 EnhancementEnhancement +1, Adamantine

Light Absorber

ChainshirtThis +2 chainshirt protects its wearer form blinding effects4+2 EnhancementEnhancement +2

Chainbreaker's Chainmail

ChainshirtThis +3 chainshirt grants its wearer a +5 competence bonus on all Trickery skill check and a +3 resistance bonus on Reflex saving throws. It also grants tse ability to cast freedom movement spell once pe day as a 7th level cleric. 4+3 Enhancement+5 Trickery
+3 Reflex

Enhancement +3. Mithral

Blizzard's Heart

StuddedThis +4 studded leather armor grants its wearer cold resistance 25 and an ability to cast cone of cold spell twice per day as a 9th level wizard.3+4 EnhancementCold Resistance 25, Enhacnement +4

Burned Protector

LeatherThis +2 leather armor grants its wearer fire resistance 10 and an ability to cast Remove Disease spell once per day as a 5th level cleric.2+2 EnhancementFire Resistance 10, Enhancement +2

Python Skin Doublet

LeatherThis +4 leather armor grants its wearer a +4 bonus to all saving throws against poison, paralysis and sleep; immunity to trip, and allows to cast Touch of Slime twice per day as a 7th level wizard.2+4 EnhancementEnhancement +4

Royal Guardian

StuddedThis +5 studded leather armor. has a maximum Dexterity bonus of +15. It increases its wearer's maximum HP by 20.3+5 Enhancement+20 Hit Points

Enhancement +5

Vest of Mirrors

LeatherIf the wearer of this +3 leather armor has the Bardic Performance ability, it allows them to use it for 4 additional rounds per day. It also grants them the ability to cast displaceent spell three times per day as a 5th level wizard.2+3 EnhancementEnhancement +3

Scorpion's Hatred

LeatherThis +3 leather armor grants its wearer fire resistance 10 and acid resistance 10. It also grants the ability to cast poison spell twice per day as a 5th level cleric.2+3 EnhancenmentFire Resistance 10, Enhancement +3. Acid Resistance 10

Stoic Wolf

StuddedThis +2 studded leather armor grants its wearer cold resistance 10 and the ability to cast beast shape I ( wolf) spell once per day as a 5th level wizard.3+2 EnhancenmentEnhancenment +2, Cold Resistance 10

Gleaming Chainshirt

ChainshirtThis +2 chianshirt grants its wearer fire resistance 10, acid resistance 10, cold resistance 10 and electricity resistance 10.4+2 EnhancenmentEnhancement +2, Fire Resistance 10, Cold Resistance 10, Electricity Resistance 10, Acid Resistance 10
Sours: https://pathfinderwrathoftherighteous.wiki.fextralife.com/Light+Armor

Light armor pathfinder

By seducing him and drawing attention to himself. Alexey understood all this for a reason. And this did not go unnoticed by all machines and Skynet Evelina himself. There, above, they were covered by other vehicles and.

Why padded armor (gambeson) is WAY better than leather armor

Breathe deeply and relax. I begin to insert the intestinal tube.I felt the long hose begin to slide deep into the rectum, and soon stopped. After pouring in some liquid, the doctor began to insert the intestinal tube deeper. The insertion of the tube took about five minutes, and I did not feel much discomfort, and I really didnt feel the.

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Some girls in amazement or enthusiastic eyes widened at the first time they saw him. Someone exhaled, Wow. " Since childhood, I perceived my penis as quite satisfactory in all respects.



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