Weapons | Armor | Special Materials | Miscellaneous

Light | Medium | Heavy | Shields | 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.

Armor spikes+50 gp+10 lbs.
Burnished+500 gp+5 lbs.
Deflecting+1,000 gp+10 lbs.
Double-plated+1,000 gp+20 lbs.
Jarring+1,000 gp+20 lbs.
Locked gauntlet+8 gp+5 lbs.
Nimble+1,000 gp+5 lbs.
Razored+1,350 gp+10 lbs.
Shield spikes+10 gp+5 lbs.
Slumbering+500 gp+5 lbs.
Throwing shield+50 gp
Vitalguard+500 gp+15 lbs.