Equipment: Armor

Piecemeal Armor

Piecemeal armor is armor with either replacement, removal or supplemented parts, resulting in mismatched, but overall more effective armor sets. To create piecemeal armor, a character adds, removes or replaces parts of their existing armor, following the table below for benefits or penalties associated with the addition or removal of those parts.

Breast plates/shirts cannot be replaced or removed, but armor parts can be worn by themselves. If they are worn in this way, treat them as if they were the armor type they are listed as.

Light Armors can have all types of armor parts added to them at the cost of high check penalties and arcane spell failure and lower Max Dex bonuses.

Light armor is not considered to have any armor parts by default.

Medium Armors can have helmets and pauldrons added to them at the cost of higher check penalties and arcane spell failure and lower Max Dex bonuses and greaves and arm guards removed to improve the same. Replacing greaves and arm guards may add special abilities to the armor.

Medium armors are considered to have greaves and arm guards by default.

Heavy armors can have all armor parts removed to reduce check penalties and arcane spell failure and increase Max Dex bonuses.

Heavy armors are considered to gave greaves, arm guards, two pauldrons and a cover helmet by default.

Full plate is considered to have a full helm instead of a cover.

Piecemeal Armor Part Qualities:


The cost of the armor part for Small or Medium humanoid creatures.

Armor Bonus

Each armor part armor increases the armor bonus to AC granted by armor or other armor parts. The armor bonus from an armor part doesn't stack with other effects or items that grant an armor bonus. If an armor part is removed, the total armor bonus to AC granted by the armor it was part of is reduced by the part's AC bonus.

Maximum Dex Bonus

This number is the amount this armor part decreases the maximum Dexterity bonus to AC that the character's armor allows.

Removing an armor part increases the Max Dex bonus of the armor it was a part of by this number.

Armor Check Penalty

Additional armor parts hurt a character’s ability to use some skills. An additional armor check penalty is the penalty that applied to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.

Helmet armor check penalties apply Spot, Listen and Search checks instead and have no effect on armor check penalties of armor when they are removed.

All other armor parts reduce the armor check penalty of the armor they were a part of by this number when removed.

Arcane Spell Failure

Pauldrons, Helmets and Arm guards interfere 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 pauldrons and arm guards without incurring any arcane spell failure chance for their bard spells.

Removing helmets, Pauldrons and arm guards reduces the ASF of the armor it was a part of by this number.


This column gives the weight of the armor part sized for a Medium wearer.

Name Cost Armor Bonus Max Dex Bonus Check Penalty ASF Weight



Arm Guards

20gp +2 2 2 10% 3lb.

Helmet (cap)

10gp +1 0 2 5% 1lb.


5gp +0 0 0 0% 1lb.

Pauldron (2)

10gp +1 0 1 5% 2lb.



Full Shoulder

30gp +2 2 2 10% 4lb.


25gp +1 2 2 0% 6lb

Helmet (cover)

20gp +2 0 4 10% 2lb.

Helmet (full)

35gp +3 0 6 15% 3lb.

Arm Guards: Arm guards are jointed pieces of armor covering the upper and lower arms in lieu of proper bracers. Magical arm guards count as taking up the bracers. slot.

Full Shoulder: Full Shoulder armor is a single piece that covers both shoulders and a good deal of the back, chest and neck. Full shoulder armor replaces pauldrons and does not come standard on normal armors. Magical Full shoulder armor counts as slotless when calculating price.

Greaves: Greaves fit over pants to protect the crotch and upper legs. Magical greaves take up the pants slot.

Helmet (cap): A cap is a stiff piece of material worn on the top of the head. Magical caps count as taking up the hat slot.

Helmet (cover): A cover is a helmet that covers the sides of the head and often the neck and forehead. The design of this helmet interferes with hearing and sight. Magical covers count as taking up the hat slot.

Helmet (full): Full helms cover the entire head and come with a visor to cover the face and eyes. The design interferes with hearing and sight. A full helm replaces a cover (which comes with most heavy armor) and comes included with Full plate Magical full helms count as taking up the hat slot.

Pauldron (1): Singular pauldrons grant not bonuses or penalties. The provided price is the base for masterwork and magical pauldrons.

Pauldron (2): Pauldrons are shoulder guards, which rest on either side of the head and protect both the shoulders and the neck from attack. They are usually have to be worn in pairs to be effective. Magical pauldrons count as slotless when calculating price.

Examples of piecemeal armors:

Leather armor with two pauldrons: AC: 3, Max Dex.:6, Armor check penalty:1, Arcane Spell Failure: 15%.

Full plate with no arm guards or greaves: AC: 5, Max Dex.:5, Armor check penalty:2, Arcane Spell Failure: 25%.

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