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              Equipment
            
              ARMOR
            
              ARMOR QUALITIES
            
              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.
             
              Armor and shields can take damage from some types of attacks.
             
              Here is the format for armor entries (given as column headings on
              Table: Armor and Shields, below).
             
              Cost: The cost of the armor for Small or Medium humanoid
              creatures. See Armor for Unusual Creatures, below, for armor
              prices for other creatures.
             
              Armor/Shield Bonus: Each 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. 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 a Dexterity bonus
              to AC.
             
              Your character's encumbrance (the amount of gear he or she
              carries) may also restrict the maximum Dexterity bonus that can be
              applied to his or her Armor Class.
             
              Shields: Shields do not affect a character’s maximum
              Dexterity bonus.
             
              Armor Check Penalty: Any armor heavier than leather hurts a
              character’s ability to use some skills. An armor check penalty
              number is the penalty that applies 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.
             
              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 or she is not proficient takes
              the armor’s (and/or shield’s) armor check penalty on attack rolls
              and on all Strength-based and Dexterity-based ability and skill
              checks. The penalty for nonproficiency with armor stacks with the
              penalty for nonproficiency with shields.
             
              Sleeping in Armor: A character who sleeps in medium or
              heavy armor is automatically fatigued the next day. He or she
              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: 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 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 roll. The number in the Arcane Spell Failure Chance column
              on Table: Armor and Shields is the 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.
             
              Table: Armor and Shields
             
              
                
                  | Armor | Cost | Armor/Shield Bonus
 | Maximum Dex Bonus
 | Armor Check Penalty
 | Arcane Spell Failure Chance
 | Speed |  
                  | (30 ft.) | (20 ft.) | Weight1 |  
                  | Light armor | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 |  
                  | Padded | 5 gp | +1 | 8 | 0 | 5% | 30 ft. | 20 ft. | 10 lb. |  
                  | Leather | 10 gp | +2 | 6 | 0 | 10% | 30 ft. | 20 ft. | 15 lb. |  
                  | Studded leather | 25 gp | +3 | 5 | –1 | 15% | 30 ft. | 20 ft. | 20 lb. |  
                  | Chain shirt | 100 gp | +4 | 4 | –2 | 20% | 30 ft. | 20 ft. | 25 lb. |  
                  | Medium armor | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 |  
                  | Hide | 15 gp | +3 | 4 | –3 | 20% | 20 ft. | 15 ft. | 25 lb. |  
                  | Scale mail | 50 gp | +4 | 3 | –4 | 25% | 20 ft. | 15 ft. | 30 lb. |  
                  | Chainmail | 150 gp | +5 | 2 | –5 | 30% | 20 ft. | 15 ft. | 40 lb. |  
                  | Breastplate | 200 gp | +5 | 3 | –4 | 25% | 20 ft. | 15 ft. | 30 lb. |  
                  | Heavy armor | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 |  
                  | Splint mail | 200 gp | +6 | 0 | –7 | 40% | 20 ft.2 | 15 ft.2 | 45 lb. |  
                  | Banded mail | 250 gp | +6 | 1 | –6 | 35% | 20 ft.2 | 15 ft.2 | 35 lb. |  
                  | Half-plate | 600 gp | +7 | 0 | –7 | 40% | 20 ft.2 | 15 ft.2 | 50 lb. |  
                  | Full plate | 1,500 gp | +8 | 1 | –6 | 35% | 20 ft.2 | 15 ft.2 | 50 lb. |  
                  | Shields | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 |  
                  | Buckler | 15 gp | +1 | — | –1 | 5% | — | — | 5 lb. |  
                  | Shield, light wooden | 3 gp | +1 | — | –1 | 5% | — | — | 5 lb. |  
                  | Shield, light steel | 9 gp | +1 | — | –1 | 5% | — | — | 6 lb. |  
                  | Shield, heavy wooden | 7 gp | +2 | — | –2 | 15% | — | — | 10 lb. |  
                  | Shield, heavy steel | 20 gp | +2 | — | –2 | 15% | — | — | 15 lb. |  
                  | Shield, tower | 30 gp | +43 | +2 | –10 | 50% | — | — | 45 lb. |  
                  | Extras | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 |  
                  | Armor spikes | +50 gp | — | — | — | — | — | — | +10 lb. |  
                  | Gauntlet, locked | 8 gp | — | — | Special | 4 | — | — | +5 lb. |  
                  | Shield spikes | +10 gp | — | — | — | — | — | — | +5 lb. |  
                  | 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. |  
              ARMOR DESCRIPTIONS
            
              Any special benefits or accessories to the types of armor found on
              Table: Armor and Shields are described below.
             
              Armor Spikes: You can have spikes added to your armor,
              which allow you to deal extra piercing damage (see Table: Weapons)
              on a successful grapple attack. The spikes count as a martial
              weapon. If you are not proficient with them, you take a –4 penalty
              on grapple checks when you try to use them. You can also make a
              regular melee attack (or off-hand attack) with the spikes, and
              they count as a light weapon in this case. (You can’t also make an
              attack with armor spikes if you have already made an attack with
              another off-hand weapon, and vice versa.)
             
              An enhancement bonus to 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: The suit includes gauntlets.
             
              Breastplate: It comes with a helmet and greaves.
             
              Buckler: This small metal shield is worn strapped to your
              forearm. You can use a bow or crossbow without penalty while
              carrying it. You can also use your shield arm to wield a weapon
              (whether you are using an off-hand weapon or using your off hand
              to help wield a two-handed weapon), but you take a –1 penalty on
              attack rolls while doing so. This penalty stacks with those that
              may apply for fighting with your off hand and for fighting with
              two weapons. In any case, if you use a weapon in your off hand,
              you don’t get the buckler’s AC bonus for the rest of the round.
             
              You can’t bash someone with a buckler.
             
              Chain Shirt: A chain shirt comes with a steel cap.
             
              Chainmail: The suit includes gauntlets.
             
              Full Plate: The suit includes gauntlets, heavy leather
              boots, a visored helmet, and a thick layer of padding that is worn
              underneath the armor. 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.
             
              Gauntlet, Locked: This armored gauntlet has small chains
              and braces that allow the wearer to attach a weapon to the
              gauntlet so that it cannot be dropped easily. It provides a +10
              bonus on any roll made 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 applies only if you’re wearing a breastplate, light
              armor, or no armor. Otherwise, the locked gauntlet replaces a
              gauntlet you already have as part of the armor.
             
              While the gauntlet is locked, you can’t use the hand wearing it
              for casting spells or employing skills. (You can still cast spells
              with somatic components, provided that your other hand is free.)
             
              Like a normal gauntlet, a locked gauntlet lets you deal lethal
              damage rather than nonlethal damage with an unarmed strike.
             
              Half-Plate: The suit includes gauntlets.
             
              Scale Mail: The suit includes gauntlets.
             
              Shield, Heavy, Wooden or Steel: You strap a shield to your
              forearm and grip it with your hand. A heavy shield is so heavy
              that you can't use your shield hand for anything else.
             
              Wooden or Steel: Wooden and steel shields offer the same
              basic protection, though they respond differently to special
              attacks.
             
              Shield Bash Attacks: You can bash an opponent with a heavy
              shield, using it as an off-hand weapon. See Table: Weapons for the
              damage dealt by a shield bash. Used this way, a heavy shield is a
              martial bludgeoning weapon. For the purpose of penalties on attack
              rolls, treat a heavy shield as a one-handed weapon. If you use
              your shield as a weapon, you lose its AC bonus until your next
              action (usually until the next round). An enhancement bonus on a
              shield does not improve the effectiveness of a shield bash made
              with it, but the shield can be made into a magic weapon in its own
              right.
             
              Shield, Light, Wooden or Steel: You strap a shield to your
              forearm and grip it with your hand. A light shield’s weight lets
              you carry other items in that hand, although you cannot use
              weapons with it.
             
              Wooden or Steel: Wooden and steel shields offer the same
              basic protection, though they respond differently to special
              attacks.
             
              Shield Bash Attacks: You can bash an opponent with a light
              shield, using it as an off-hand weapon. See Table: Weapons for the
              damage dealt by a shield bash. Used this way, a light shield is a
              martial bludgeoning weapon. For the purpose of penalties on attack
              rolls, treat a light shield as a light weapon. If you use your
              shield as a weapon, you lose its AC bonus until your next action
              (usually until the next round). An enhancement bonus on a shield
              does not improve the effectiveness of a shield bash made with it,
              but the shield can be made into a magic weapon in its own right.
             
              Shield, Tower: This massive wooden shield is nearly as tall
              as you are. In most situations, it provides the indicated shield
              bonus to your AC. However, you can instead use it as total cover,
              though you must give up your attacks to do so. The shield does
              not, however, provide cover against targeted spells; a spellcaster
              can cast a spell on you by targeting the shield you are holding.
              You cannot bash with a tower shield, nor can you use your shield
              hand for anything else.
             
              When employing a tower shield in combat, you take a –2 penalty on
              attack rolls because of the shield’s encumbrance.
             
              Shield Spikes: When added to your shield, these spikes turn
              it into a martial piercing weapon that increases the damage dealt
              by a shield bash as if the shield were designed for a creature one
              size category larger than you. You can’t put spikes on a buckler
              or a tower shield. Otherwise, attacking with a spiked shield is
              like making a shield bash attack (see above). An enhancement bonus
              on a spiked shield does not improve the effectiveness of a shield
              bash made with it, but a spiked shield can be made into a magic
              weapon in its own right.
             
              Splint Mail: The suit includes gauntlets.
             
              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
            
              Armor and shields for unusually big creatures, unusually little
              creatures, and nonhumanoid creatures have different costs and
              weights from those given on Table: Armor and Shields. Refer to the
              appropriate line on the table below and apply the multipliers to
              cost and weight for the armor type in question.
             
              
                
                  |  | Humanoid | Nonhumanoid |  
                  | Size | Cost | Weight | Cost | Weight |  
                  | Tiny or smaller1 | x1/2 | x1/10 | x1 | x1/10 |  
                  | Small | x1 | x1/2 | x2 | x1/2 |  
                  | Medium | x1 | x1 | x2 | x1 |  
                  | Large | x2 | x2 | x4 | x2 |  
                  | Huge | x4 | x5 | x8 | x5 |  
                  | Gargantuan | x8 | x8 | x16 | x8 |  
                  | Colossal | x16 | x12 | x32 | x12 |  
                  | 1 Divide armor bonus by 2. |  
              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. Loosing a shield (removing it from the arm 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. |  
 |