|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Weapons
|
Armor
|
Special Materials
|
Miscellaneous
Light
|
Medium
|
Heavy
|
Shields
|
Extras
|
Mods
Armor Modifications
Description Source
Adventurer's Armory 2
Not all adventurers settle for off-the-shelf armor. Master smiths can modify armor, tailoring it to its user’s needs. While these modifications add to the price (and often the weight) of the modified armor, customized gear can prove its worth on the battlefield. These modifications are added to mundane armor after creation at the listed cost. Modifying magical armor increases the listed cost of modifications by 50%. A suit of armor can bear only one modification.
In addition to altering the price and weight of the modified armor, each armor modification has a drawback. In cases where the drawback reduces the wearer’s speed, the slow and steady dwarf racial trait allows the wearer to ignore the speed reduction. The Armor Adept feat (see page 11) allows a skilled wearer to ignore penalties imposed by armor-modification drawbacks.
Name
Cost
Weight
Burnished
+500 gp
+5 lbs.
Deflecting
+1,000 gp
+10 lbs.
Double-plated
+1,000 gp
+20 lbs.
Jarring
+1,000 gp
+20 lbs.
Nimble
+1,000 gp
+5 lbs.
Razored
+1,350 gp
+10 lbs.
Slumbering
+500 gp
+5 lbs.
Throwing shield
+50 gp
—
Vitalguard
+500 gp
+15 lbs.