Armor & Shields

Rules Index

Armor is the primary source of a character's Armor Class. Each piece of armor has an AC bonus, a maximum Dexterity bonus it allows, an armor check penalty (ACP) that applies to many physical skills, and an arcane spell failure (ASF) chance that affects arcane casters. Shields add their bonus on top of armor but are tracked separately.

Key Statistics

Armor Bonus

Adds directly to AC. Doesn't apply against touch attacks or when flat-footed (unless you have Uncanny Dodge).

Max Dex Bonus

Caps how much of your DEX modifier can contribute to AC. If your DEX is higher than this cap, the excess is ignored. Touch AC is unaffected.

Armor Check Penalty

Applies to Acrobatics, Climb, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, and Swim checks. Nonproficient wearers double this penalty.

Arcane Spell Failure

Chance that an arcane spell with a V or S component fails when cast in armor. Roll this % before casting; if it comes up, the spell is lost. Divine casters ignore ASF entirely.

Speed Reduction

Medium and heavy armor reduce speed. Characters with a base speed of 30 ft move 20 ft; those with 20 ft move 15 ft. This reduction applies even with magic enhancement.

Nonproficiency Penalty

Wearing armor you're not proficient with imposes a −4 attack penalty, doubles the ACP, and prevents natural healing while worn. You still get the AC bonus.

Armor

Name Cost AC Bonus Max Dex ACP ASF Speed Weight
LIGHT ARMOR
Padded 5 gp +1 +8 0 5% 30/20 ft 10 lbs
Leather 10 gp +2 +6 0 10% 30/20 ft 15 lbs
Studded leather25 gp +3 +5 −1 15% 30/20 ft 20 lbs
Chain shirt 100 gp +4 +4 −2 20% 30/20 ft 25 lbs
MEDIUM ARMOR
Hide 15 gp +4 +4 −3 20% 20/15 ft 25 lbs
Scale mail 50 gp +5 +3 −4 25% 20/15 ft 30 lbs
Chainmail 150 gp +6 +2 −5 30% 20/15 ft 40 lbs
Breastplate 200 gp +6 +3 −4 25% 20/15 ft 30 lbs
HEAVY ARMOR
Splint mail 200 gp +7 +0 −7 40% 20/15 ft 45 lbs
Banded mail 250 gp +7 +1 −6 35% 20/15 ft 35 lbs
Half-plate 600 gp +8 +0 −7 40% 20/15 ft 50 lbs
Full plate 1,500 gp +9 +1 −6 35% 20/15 ft 50 lbs

Speed column: 30 ft base / 20 ft base. Heavy armor wearers with the heavy armor proficiency feat and Armor Training (fighter) can ignore speed reduction.

Shields

A shield's bonus stacks with armor — shields and armor are separate bonus types, both adding to AC. Using a shield occupies one hand (except bucklers, which strap to the forearm). Attacking with a shield is a separate combat feat path (Shield Bash).

Name Cost AC Bonus ACP ASF Weight Notes
Buckler 5 gp +1 −1 5% 5 lbs Straps to arm; lose bonus if that hand is used to cast or attack
Light wooden shield3 gp +1 −1 5% 5 lbs Occupies off hand
Light steel shield 9 gp +1 −1 5% 6 lbs Occupies off hand
Heavy wooden shield7 gp +2 −2 15% 10 lbs Occupies off hand
Heavy steel shield 20 gp+2 −2 15% 15 lbs Occupies off hand
Tower shield 30 gp+4 −1050% 45 lbs Max Dex +2; can use as total cover (standard action, no other actions that turn)

Donning & Removing Armor

Armor Type Don Don Hastily Remove
Shield Move action Move action
Light armor 1 minute 5 rounds 1 minute
Medium armor 4 minutes 1 minute 1 minute
Heavy armor 4 minutes† 4 minutes† 1d4+1 min

† Heavy armor requires help to don in 4 minutes; alone it takes 1 full minute per piece. Donning hastily gives the AC bonus but the wearer is treated as nonproficient until they take a full minute to adjust the fit.

Sleeping in Armor

A character who sleeps in medium or heavy armor is fatigued when they wake up. They cannot remove this fatigue by resting while in the armor. Light armor and padded armor do not cause fatigue.

Special Materials

Weapons and armor can be crafted from special materials — adamantine, mithral, dragonhide, cold iron, darkleaf cloth, elysian bronze, living steel, and more — each granting distinct mechanical properties. These materials apply to both weapons and armor.

View All 19 Special Materials →