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.

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.

Non-Proficient 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 non proficiency 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.

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, and similarly built species, half-orcs have an unencumbered speed of 30 feet.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.

Armor Descriptions
Any special benefits or accessories to the types of armor found on Table: Armor and Shields are described below. {|
 * Armor
 * Cost
 * Armor/

Shield

Bonus
 * Max

Dex Bonus
 * Armor Check

Penalty
 * Speed

(30 Ft)
 * Weight 1
 * 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.
 * 4) Hand not free to cast spells.
 * 1) A tower shield can instead grant you cover.
 * 2) Hand not free to cast spells.

LIGHT ARMOR

 * Max 1 Customization
 * Max 1 Personalization
 * Buff Coat
 * Barbel Microbe Armor
 * Buff Coat
 * Barbel Microbe Armor
 * Buff Coat
 * Barbel Microbe Armor
 * Buff Coat
 * Barbel Microbe Armor
 * Barbel Microbe Armor
 * Barbel Microbe Armor
 * Barbel Microbe Armor
 * Barbel Microbe Armor
 * Barbel Microbe Armor
 * Barbel Microbe Armor
 * Barbel Microbe Armor
 * Barbel Microbe Armor

Each time wearer takes a point of wound damage, it’s DR goes up by 1 for a max of 9 possible. Bonus Dr wears off after 15 minutes. Loses all DR after being at 0°C for 15 minutes.

Energy weapons only.
 * 1,500
 * 3
 * 4
 * 0
 * 10m
 * 3.0
 * Padded
 * Ineffective vs.slugthrowers and blasters; half vs pierce.
 * 5
 * 1
 * 8
 * 0
 * 10 m
 * 4.5
 * Leather
 * Ineffective vs.slugthrowers and blasters; half vs slash.
 * 10
 * 2
 * 6
 * 0
 * 10 m
 * 6.8
 * Studded Leather
 * Ineffective vs.slugthrowers and blasters.
 * 25
 * 3
 * 5
 * -1
 * 10 m
 * 9.1
 * Chain Shirt
 * Ineffective vs.slugthrowers and blasters; half vs pierce.
 * 100
 * 4
 * 4
 * -2
 * 10 m
 * 11.3
 * Leather Jacket
 * Ineffective vs.slugthrowers and blasters; half vs slash.
 * 15
 * 1
 * 8
 * 0
 * 10 m
 * 1.8
 * Level I Ballistic Vest Layer
 * Ineffective vs pierce, slash or blaster.
 * 24
 * 1
 * 10
 * 0
 * 10 m
 * 0.9
 * Level I Edge Vest Layer
 * Ineffective vs pierce, slugthrower or blaster.
 * 18
 * 1
 * 8
 * 1
 * 9 m
 * 1.4
 * Level I Electro-Magnetized Plastisteel Layer
 * Ineffective vs pierce, slugthrower or slash.
 * 15
 * 1
 * 9
 * 0
 * 10 m
 * 0.5
 * Level I Spiked Fiber Weave Layer
 * Ineffective vs slash, slughtrower, or blaster.
 * 20
 * 1
 * 7
 * 2
 * 8 m
 * 1.8
 * Level IIA Ballistic Fiber Weave Layer
 * Ineffective vs pierce, slash or blaster.
 * 44
 * 2
 * 9
 * 0
 * 10 m
 * 1.4
 * Level II Ballistic Fiber Weave Layer
 * Ineffective vs pierce, slash or blaster.
 * 52
 * 3
 * 9
 * 0
 * 10 m
 * 1.8
 * Level II Edged Fiber Weave Layer
 * Ineffective vs pierce, slugthrower or blaster
 * 39
 * 3
 * 7
 * 2
 * 9 m
 * 2.3
 * Level II Electro-Magnetized Plastisteel Layer
 * Ineffective vs pierce, slugthrower or slash.
 * 30
 * 3
 * 8
 * 1
 * 10 m
 * 1.4
 * Level II Spike Fiber Weave Layer
 * Ineffective vs blaster, slugthrower or slash.
 * 44
 * 3
 * 6
 * 3
 * 8 m
 * 2.7
 * Flight Suit & Helmet
 * Only effective versus pressure/vacuum related damage.
 * The flight suit and helmet combination worn by combat pilots doubles as body armor that protects grounded pilots. The flight suit contains kevlar-lined pouches on the chest, back, arms, legs, and abdomen, into which armor plates are inserted. The helmet protects the head.
 * 21
 * 2
 * 6
 * 0
 * 10 m
 * 0.5
 * 3
 * 6
 * 3
 * 8 m
 * 2.7
 * Flight Suit & Helmet
 * Only effective versus pressure/vacuum related damage.
 * The flight suit and helmet combination worn by combat pilots doubles as body armor that protects grounded pilots. The flight suit contains kevlar-lined pouches on the chest, back, arms, legs, and abdomen, into which armor plates are inserted. The helmet protects the head.
 * 21
 * 2
 * 6
 * 0
 * 10 m
 * 0.5
 * 0.5

MEDIUM ARMOR

 * Max 1 Customization
 * Max 2 Personalization
 * Hide
 * Ineffective vs. slugthrowers and blasters. Half vs slash.
 * 15
 * 3
 * 4
 * 3
 * 6 m
 * 11.3
 * Silent Suit
 * +10 to move silently.
 * 65
 * 1
 * 8
 * 0
 * 10 m
 * 0.3
 * Scale Mail, Steel
 * Ineffective vs. slugthrowers and blasters
 * 50
 * 4
 * 3
 * 4
 * 6 m
 * 13.6
 * Chainmail
 * Ineffective vs. slugthrowers and blasters. Half vs pierce.
 * 150
 * 5
 * 2
 * 5
 * 6 m
 * 18.1
 * Breastplate, Steel
 * Ineffective vs.slugthrowers and blasters
 * 200
 * 5
 * 3
 * 4
 * 6 m
 * 13.6
 * Blast-Dampening Armor
 * 600
 * 3
 * 2
 * 2
 * 8 m
 * 4
 * Camo Scout Armor
 * 4
 * 6 m
 * 13.6
 * Blast-Dampening Armor
 * 600
 * 3
 * 2
 * 2
 * 8 m
 * 4
 * Camo Scout Armor
 * Camo Scout Armor
 * Camo Scout Armor

+10 to hide.
 * 700
 * 4
 * 3
 * 3
 * 8 m
 * 6
 * Level IIIA Ballistic Fiber Weave Layer
 * Level IIIA Ballistic Fiber Weave Layer

* Ineffective vs pierce, slash or blaster.
 * 81
 * 4
 * 8
 * 0
 * 10 m
 * 2.3
 * Level III Ballistic Ceramic Layer
 * Level III Ballistic Ceramic Layer

* Ineffective vs pierce, slash or blaster.
 * 250
 * 5
 * 8
 * 0
 * 10 m
 * 2.7
 * Level III Edged Ceramic Layer
 * Level III Edged Ceramic Layer

* Ineffective vs pierce, slugthrower or blaster.
 * 190
 * 5
 * 5
 * 3
 * 9 m
 * 3.2
 * Level III Electro-Magnetized Plastisteel Layer
 * Level III Electro-Magnetized Plastisteel Layer

* Ineffective vs pierce, slugthrower or slash.
 * 150
 * 5
 * 7
 * 1
 * 10 m
 * 2.3
 * Level III Spike Ceramic Layer
 * Level III Spike Ceramic Layer

* Ineffective vs blaster, slugthrower or slash.
 * 215
 * 5
 * 4
 * 4
 * 8 m
 * 3.6

HEAVY ARMOR
* Max 2 Customization

* Max 3 Personalization
 * Splint Mail, Steel
 * Splint Mail, Steel
 * Splint Mail, Steel
 * Splint Mail, Steel
 * Splint Mail, Steel
 * Splint Mail, Steel
 * Splint Mail, Steel
 * Splint Mail, Steel

* Ineffective vs. slugthrowers and blasters.
 * 200
 * 6
 * 0
 * -7
 * 6 m2
 * 20.4
 * Banded Mail, Steel
 * Banded Mail, Steel

* Ineffective vs. slugthrowers and blasters.
 * 250
 * 6
 * 1
 * -6
 * 6 m2
 * 15.9
 * Half-Plate
 * Half-Plate

* Ineffective vs. slugthrowers and blasters.
 * 600
 * 7
 * 0
 * -7
 * 6 m2
 * 22.7
 * Full Plate, Steel
 * Full Plate, Steel

* Ineffective vs. slugthrowers and blasters.
 * 1,500
 * 8
 * 1
 * -6
 * 6 m2
 * 22.7
 * Level IV Ballistic Ceramic Layer
 * Level IV Ballistic Ceramic Layer

* Ineffective vs pierce, slash or blaster.
 * 550
 * 6
 * 7
 * 1
 * 10 m
 * 3.2
 * Level IV Edged Ceramic Layer
 * Level IV Edged Ceramic Layer

* Ineffective vs pierce, slugthrower or blaster.
 * 415
 * 6
 * 5
 * 4
 * 9 m
 * 3.6
 * Level IV Electro-Magnetized Plastisteel Layer
 * Level IV Electro-Magnetized Plastisteel Layer

* Ineffective vs pierce, slugthrower or slash.
 * 330
 * 6
 * 6
 * 2
 * 10 m
 * 2.7
 * Level IV Spike Ceramic Layer
 * Level IV Spike Ceramic Layer

* Ineffective vs blaster, slugthrower or slash.
 * 440
 * 6
 * 4
 * 5
 * 8 m
 * 4.1
 * Level V Ballistic Ceramic Layer
 * Level V Ballistic Ceramic Layer

* Ineffective vs pierce, slash or blaster.
 * 1000
 * 7
 * 6
 * 2
 * 10 m
 * 3.6
 * Level V Edged Ceramic Layer
 * Level V Edged Ceramic Layer

* Ineffective vs pierce, slugthrower or blaster.
 * 750
 * 7
 * 4
 * 5
 * 9 m
 * 4.1
 * Level V Electro-Magnetized Plastisteel Layer
 * Level V Electro-Magnetized Plastisteel Layer

* Ineffective vs pierce, slugthrower or slash.
 * 600
 * 7
 * 5
 * 2
 * 10 m
 * 3.2
 * Level V Spike Ceramic Layer
 * Level V Spike Ceramic Layer

* Ineffective vs blaster, slugthrower or slash.
 * 850
 * 7
 * 3
 * 6
 * 8 m
 * 4.5

POWERED ARMOR

 * Boost Armor
 * Boost Armor
 * Boost Armor
 * Boost Armor
 * Boost Armor
 * Boost Armor
 * Boost Armor
 * Boost Armor

* +4 to Str bonus, +2 to all reflex saves.
 * 15,000
 * 7
 * 4
 * 3
 * 13 m
 * 9.1

SHIELDS

 * Buckler, Steel
 * Buckler, Steel
 * Buckler, Steel
 * Buckler, Steel
 * Buckler, Steel
 * Buckler, Steel
 * Buckler, Steel
 * Buckler, Steel

* Ineffective vs. slugthrowers and blasters.
 * 15
 * 1
 * -1
 * 2.3
 * Shield, light wooden
 * 2.3
 * Shield, light wooden
 * Shield, light wooden

* Ineffective vs. slugthrowers and blasters.
 * 3
 * 1
 * -1
 * 2.3
 * Shield, light steel
 * 2.3
 * Shield, light steel
 * Shield, light steel

* Ineffective vs. slugthrowers and blasters.
 * 9
 * 1
 * -1
 * 2.7
 * Shield, heavy wooden
 * 2.7
 * Shield, heavy wooden
 * Shield, heavy wooden

* Ineffective vs. slugthrowers and blasters.
 * 7
 * 2
 * -2
 * 4.5
 * Shield, heavy, Steel
 * 4.5
 * Shield, heavy, Steel
 * Shield, heavy, Steel

* Ineffective vs. slugthrowers and blasters.
 * 20
 * 2
 * -2
 * 6.8
 * Shield, Tower
 * 6.8
 * Shield, Tower
 * Shield, Tower

* Ineffective vs. slugthrowers and blasters.
 * 30
 * 43
 * 2
 * -10
 * 20.4.
 * 20.4.

EXTRAS

 * Armor spikes
 * +50
 * +4.5
 * Gauntlet, locked
 * 8
 * Special
 * +2.3
 * Shield spikes
 * +10
 * +2.3
 * }
 * +4.5
 * Gauntlet, locked
 * 8
 * Special
 * +2.3
 * Shield spikes
 * +10
 * +2.3
 * }
 * +2.3
 * Shield spikes
 * +10
 * +2.3
 * }
 * +2.3
 * }
 * +2.3
 * }
 * +2.3
 * }

Fiber Weave Layers can be combined. Weight of combinations will be, average of weight +25%, round down. Max dex bonus will be lowest of combination. Speed will be average of combination, round down.
'''

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 (2d4×100) 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 ashield 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.

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.

Self-Repair
Self-Repair includes nano-technology that will repair the armor at 01 point of armor per minute. Adding this feature will triple the price of the armor.

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.

Adamantine

 * Light Armor: DR 01, -01 to AC penalty, +5,000.
 * Medium Armor: DR 02, -01 to AC penalty, +10,000.
 * Heavy Armor: DR 3, -01 to AC penalty, +15,000.
 * Power Armor: DR 4, -01 to AC penalty, +20,000.
 * Weapons: +1 to hit and damage, Ignore DR <= 20, +3,000.
 * Ammunition: Ignore DR <= 20, + 1.2/unit.
 * Shield: +2,000.
 * All: Adamantine has 40 hit points per inch of thickness and hardness 20.

Alusteel

 * Light Armor: -01 to DR, -50% weight, x3 Cost.
 * Medium Armor: -01 to DR, -50% weight, x3 Cost.
 * Heavy Armor: -01 to DR, -50% weight, x3 Cost.
 * Power Armor: -01 to DR, -50% weight, x3 Cost.
 * Weapons: -01 to DR, -50% weight, x3 Cost.
 * Ammunition: -01 to DR, -50% weight, x3 Cost.
 * Shield: +2,000.
 * All: Alusteel has ## hit points per inch of thickness and hardness ##.

Beskar

 * Light Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Medium Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Heavy Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Ammunition: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Shield: +2,000.
 * All: Beskar has ## hit points per inch of thickness and hardness ##.

Cortosis

 * Light Armor: +01 to DR, +20% weight, negate light saber's ability to ignore DR 50% of the time, and will cause a light weapon to short out for the the rest of the turn, and the following turn if the armor or wearer takes damage, x50 Cost.
 * Medium Armor: +01 to DR, +20% weight, negate light saber's ability to ignore DR 50% of the time, and will cause a light weapon to short out for the the rest of the turn, and the following turn if the armor or wearer takes damage, x50 Cost.
 * Heavy Armor: +01 to DR, +20% weight, negate light saber's ability to ignore DR 50% of the time, and will cause a light weapon to short out for the the rest of the turn, and the following turn if the armor or wearer takes damage, x50 Cost.
 * Power Armor: +01 to DR, +20% weight, negate light saber's ability to ignore DR 50% of the time, and will cause a light weapon to short out for the the rest of the turn, and the following turn if the armor or wearer takes damage, x50 Cost.
 * Weapons: +01 to DR, +20% weight, negate light saber's ability to ignore DR 50% of the time, and will cause a light weapon to short out for the the rest of the turn, and the following turn if the armor or wearer takes damage, x50 Cost.
 * Ammunition: +01 to DR, +20% weight, negate light saber's ability to ignore DR 50% of the time, and will cause a light weapon to short out for the the rest of the turn, and the following turn if the armor or wearer takes damage, x50 Cost.
 * Shield: +01 to DR, +20% weight, negate light saber's ability to ignore DR 50% of the time, and will cause a light weapon to short out for the the rest of the turn, and the following turn if the armor or wearer takes damage, x50 Cost.
 * All: Cortosis has ## hit points per inch of thickness and hardness ##.

Darkwood

 * Light Armor: -01 to AC penalty, +50% weight, +10 Cost/Lbs.
 * Medium Armor: -01 to AC penalty, +50% weight, +10 Cost/Lbs.
 * Heavy Armor: -01 to AC penalty, +50% weight, +10 Cost/Lbs.
 * Power Armor: -01 to AC penalty, +50% weight, +10 Cost/Lbs.
 * Weapons: -01 to AC penalty, +50% weight, +10 Cost/Lbs.
 * Ammunition: -01 to AC penalty, +50% weight, +10 Cost/Lbs.
 * Shield: -01 to AC penalty, +50% weight, +10 Cost/Lbs.
 * All: Darkwood has 10 hit points per inch of thickness and hardness 05.

Dragonhide

 * Light Armor: x02 Cost.
 * Medium Armor: x02 Cost.
 * Heavy Armor: x02 Cost.
 * Shield: x02 Cost.
 * All: Dragonhide has 10 hit points per inch of thickness and hardness 10; druids can wear this type of armor.

Iron, Cold

 * Light Armor: x02 Cost.
 * Medium Armor: x02 Cost.
 * Heavy Armor: x02 Cost.
 * Power Armor: x02 Cost.
 * Weapons: x02 Cost.
 * Ammunition: x02 Cost.
 * All: Iron, Cold has 30 hit points per inch of thickness and hardness 10; effective against fey; any magical enhancements cost an additional 2,000. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.

Mithral

 * Light Armor: -50% weight, -10% spell failure, Max Dex bonus +2, -03 to AC penalty, +1,000.
 * Medium Armor: -50% weight, considered light for movement and similar limitations, -10% spell failure, Max Dex bonus +2, -03 to AC penalty, +4,000.
 * Heavy Armor: -50% weight, considered medium for movement and similar limitations, -10% spell failure, Max Dex bonus +2, -03 to AC penalty, +9,000.
 * Power Armor: -50% weight, considered heavy for movement and similar limitations, -10% spell failure, Max Dex bonus +2, -03 to AC penalty, +16,000.
 * Weapons: -50% weight, -10% spell failure, Max Dex bonus +2, -03 to AC penalty, +500/Lbs.
 * Ammunition: Ignore DR <= 20, + 1.2/unit.
 * Shield: -50% weight, -10% spell failure, Max Dex bonus +2, -03 to AC penalty, +1,000.
 * All: Mithral has 30 hit points per inch of thickness and hardness 15.

Silver, Alchemical

 * Light Weapon: +20 Cost, bypass DR of Lycanthropes.
 * One-Handed Weapons: +90 Cost, bypass DR of Lycanthropes.
 * Two-Handed Weapons: +180 Cost, bypass DR of Lycanthropes.
 * Ammunition: +02 Cost.
 * All: Silver, Alchemical has 10 hit points per inch of thickness and hardness 08.

Bone

 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Bone has 05 hit points per inch of thickness and hardness 03.

Deep Coral
Glass Ice Iron Obdurium Phrik Phrik Phrik Phrik
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Deep Coral has 15 hit points per inch of thickness and hardness 08.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Glass has 0.083 hit points per inch of thickness and hardness 01.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Ice has 3.6 hit points per inch of thickness and hardness 10.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Iron has 2.5 hit points per inch of thickness and hardness 10.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Obdurium has 05 hit points per inch of thickness and hardness 30.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Phrik has ## hit points per inch of thickness and hardness ##.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Phrik has ## hit points per inch of thickness and hardness ##.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Phrik has ## hit points per inch of thickness and hardness ##.
 * Light Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Medium Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Heavy Armor: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Power Armor: +02 to DR, +50% weight, negate light saber's ability to ignore DR 50% of the time, x50 Cost.
 * Weapons: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Ammunition: +03 to DR, +25% weight, negate light saber's ability to ignore DR, x500 Cost.
 * Shield: +2,000.
 * All: Phrik has ## hit points per inch of thickness and hardness ##.

 

Armor For Unusual Creatures
Armor and shields for unusually big creatures, unusually little creatures, and non-humanoid 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.

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.