Armor and Shields: Difference between revisions

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Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.
Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.
===Masterwork Armor and Shields===
Just as with weapons, you can purchase or craft masterwork versions of armor or shields. These well-made versions perform like their normal counterparts, except that its armor check penalty is lessened by 1.  Without using magic, you cannot add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item (see the Craft skill).  Armor or shields must be masterwork before they can be enchanted with either Enhancement Bonuses to AC or magic armor (or shield) properties.
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.
Armors and shields crafted with any Dweomermetal are automatically considered to be of masterwork quality. The cost of masterwork is already included in the cost of the Dweomermetal.
Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an Enhancement Bonus on attack rolls. However, you can create masterwork armor spikes and shield spikes, which do confer their Enhancement Bonus on attack rolls to attacks made with the spikes.


{{:Sunders Against Armor}}
{{:Sunders Against Armor}}

Revision as of 13:57, 10 August 2017