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