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Optional Rule Systems

Source Ultimate Combat pg. 191

Armor as Damage Reduction

Source Ultimate Combat pg. 191
While the armor and Armor Class system presented in the Pathfinder Roleplaying Game is tried and tested, some players may yet have a sense that it feels slightly off. That is to say, if a suit of armor is actually protecting the wearer from attacks that strike but simply fail to cause the wearer harm, why then do we say that armor reduces the chance of a hit? The abstraction has been clarified in the rules by defining what it means to be “hit” in combat as actually being “hit in such a way as to effectively cause harm,” but this explanation is still not enough for some players.

The following is an alternative system that allows armor to absorb the damage of attacks, rather than a system that provides an abstract way of determining when a hit does actual harm. Like all the rules presented in this chapter, it is a variant to the base system of the Pathfinder RPG. It is for GMs who want armor to reduce damage rather than increase Armor Class, and replaces the normal rules for armor.

In this system, a creatures no longer has an Armor Class. Instead it has a Defense score that a foe’s attack roll must meet or exceed to hit the creature. Then any damage is reduced by damage reduction based on the creature’s armor worn and any natural armor bonus the creature has. Furthermore, armor has a chance of reducing all critical hits to normal hits, by replacing the confirmation roll for critical hits with a critical defense check made by the creature threatened by the critical hit.

Defense

Source Ultimate Combat pg. 191
In this alternative system, a creature does not have an Armor Class (AC); it instead has a Defense score. Defense is similar to touch AC in the standard Pathfinder Roleplaying Game rules, but it also adds the shield bonus (including any enhancement bonus to the shield), and any enhancement bonus to armor.

Defense = 10 + shield bonus + Dexterity modifier + other modifiers (including armor’s enhancement bonus, but not armor bonus or natural armor bonus)

Defense represents how easy or difficult it is to hit a creature. The shield bonus is added because a creature is considered to be actively blocking attacks with its shield whenever it can, which is whenever it would gain its Dexterity bonus to AC and not be flat-footed. Losing Dexterity Bonus to Defense: Situations or effects that would cause you to lose your Dexterity bonus to AC instead cause you to lose your Dexterity bonus to Defense. Also, whenever you lose your Dexterity bonus to Defense, you also lose any shield bonus to Defense, since when you lose your Dexterity bonus to AC, you also lose the ability to properly respond to attacks with your shield.

Flat-Footed Defense: You do not gain your Dexterity or shield bonus to your Defense if you are flat-footed or lose your Dexterity bonus to Defense; thus, your Flat-Footed Defense is equal to your Defense minus your Dexterity bonus and shield bonus.

Defense and Using a Shield without Proficiency: When a creature uses a shield it is not proficient with, it takes that shield’s armor check penalty as a penalty to the shield bonus, along with the other penalties for using a shield without proficiency. Furthermore, it also takes this penalty to its Flat-Footed Defense, as the shield actually gets in the way instead of defending against incoming attacks.

Armor as DR

Source Ultimate Combat pg. 191
Armor in this system keeps all of its normal statistics and qualities, but its armor bonus (including any enhancement bonus added to armor bonus and natural armor bonus) is converted to DR/armor. The DR an armor provides is equal to its total armor bonus with a +1 bonus at 5th level or at 5 Hit Dice, with an increase to that bonus of +1 for every five levels above 5th level, or every 5 Hit Dice over 5 Hit Dice (to a maximum of +4 to DR at 20th level or at 20 or more Hit Dice), provided that the creature wearing the armor is also proficient with the armor.

Using Armor without Proficiency: Creatures using armor they are not proficient with do not gain the bonus per level or Hit Dice to the DR, on top of any of the other normal penalties for using armor without proficiency.

DR/Armor: This type of DR blocks the damage of all attacks that would normally be affected by DR, based on the composition of the armor (see Table 5–1). Unlike most forms of damage reduction, DR/armor stacks with other types of DR. For instances, when fighting a skeleton with DR 5/bludgeoning and DR 4/armor (+2 for armor, +2 for natural armor), the skeleton's DR/armor reduces 9 points of damage from non-bludgeoning attacks, and 4 damage from bludgeoning weapon attacks. Magic weapons and attacks from Large or larger creatures bypass the DR 4/ armor, but not the DR 5/bludgeoning.

Table 5-1: Armor Composition and DR

MaterialDR ProvidedAttacker Size to Bypass DR
Nonmagical armor1DR/magicLarge
Magical armor1DR/adamantineHuge
Adamantine armor1DR/-Gargantuan
1: Brilliant energy weapons bypass any DR provided by armor. In addition, DR from armor is halved if a creature is grappled or entangled, and does not apply when a creature is helpless or pinned.

Natural Armor Bonus and DR: Like a creature's armor bonus, a natural armor bonus is also converted into damage reduction. If a creature is wearing armor and has a natural armor bonus, the creature adds its armor bonus to its natural armor bonus to determine the amount of DR/ armor that it has (see Table 5–2).

For instance, if a creature wearing a +2 chain shirt has DR 6/armor is then subject to a barkskin spell cast by a 6th-level druid (gaining a +3 natural armor bonus), its DR becomes DR 9/armor for the duration of the spell. This DR is bypassed by adamantine, or the attacks of Huge or larger creatures. A creature that has both DR from a source other than armor and a natural armor bonus gains the effects of an enhanced form of DR, similar to how the composition of the armor grants special DR/armor defenses (see Table 5–1). If a creature has magical armor, natural armor, and DR, it takes the best form of the special protection provided by both its armor and its mix of DR and natural armor to its DR/armor.

For instance, if a creature has natural armor and DR/ magic and is wearing adamantine armor, that creature's DR/armor functions as DR/—, and can be bypassed by Gargantuan or larger creatures, since the adamantine armor provides the best of the two damage reductions.

Table 5-2: Natural Armor Conversion to DR

Natural armorDR/magicLarge
Natural armor with DR/magicDR/adamantineHuge
Natural armor with DR/adamantineDR/-Gargantuan
Natural armor with DR/-DR/-1Colossal
Natural armor with DR/epicDR/epic1n/a
1 A creature that already has DR/— or DR/epic increases its DR by an amount equal to its natural armor bonus.

Unusual Creatures and Armor DR: Amorphous or incorporeal creatures have an easier time bypassing DR/ armor. When they attack a creature with DR/armor, they typically treat that DR as a fraction of the DR/armor. Attacks by incorporeal creatures entirely ignore the DR unless that DR comes from a force effect or from armor with the Ghost Touch">ghost touch special armor quality. These traits are detailed in Table 5–3.

Table 5-3: Unusual Creatures and Armor DR

Attacking Creature TypeDR Modifier
Amorphous1x 1/2
Incorporealx 0 (x1 if DR is from force effect or >ghost touch armor
Swarm of Tiny creaturesx 1/2
Swarm of Diminutive creaturesx 1/4
Swarm of Fine creaturesx 0

1 Elementals, oozes, oozelike creatures, and any creature with the amorphous defensive ability.

Critical Hits and Defense

Source Ultimate Combat pg. 192
In this alternative system, when a creature threatens a critical hit, it does not make a critical hit confirmation roll. Instead, the target of that critical hit makes a critical defense check instead. A critical defense check is 1d20 + a bonus equal to the creature’s DR + the creature’s Dexterity modifier (up to the maximum Dexterity bonus allowed by any armor worn) + the sum of any deflection and shield bonus to Defense.

Critical defense check bonus = creature’s DR + Dexterity modifier + shield bonus to Defense + deflection bonus

The DC of the check is based on the die roll for the critical threat. It is further modified by the base attack bonus of the attacking creature, how many critical feats the attacking creature has (if any; 10 maximum), and a bonus relationship between the size of the attacking creature and the target of the critical hit, if the attacking creature is larger than the creature it attacked.

Critical defense DC = critical hit roll + 1/2 attacker’s base attack bonus + 1 for each critical feat + 1 for each size category larger attacker is than target

For instance, if a Medium creature is hit with a crossbow fired by a Medium 6th-level fighter with two critical feats, and the critical threat attack roll is a 19, the target of the potential critical hit makes a critical defense check with a DC of 24 to reduce the critical hit to a normal hit. If the target is wearing +1 leather armor, has a Dexterity of 18, and is using a +1 buckler, that target would have a +9 bonus on the critical defense check to reduce the critical hit to a normal hit. On a roll of 15 or higher, the critical hit is reduced to a normal hit, and the target takes normal damage for the hit (which is reduced by its DR). If the creature firing the crossbow had rolled a 20, the target of the critical hit would need to roll a 16 or higher on its critical defense check to reduce the impact of the critical hit, making it a normal hit.

On a failed critical defense check, the target of the critical hit takes the damage for the critical hit. That damage is still reduced by the target of the critical hit’s DR. Fortification Special Armor Quality: The fortification special armor quality acts in concert with the check, coming into play if the armor check fails.

Called Shots

Source Ultimate Combat pg. 193
The Pathfinder Roleplaying Game deals with hits and damage in a rather abstract way, treating almost all hits the same except for the amount and type of damage dealt. With these optional called shot rules, PCs, monsters, and villains alike can aim their attacks more precisely, potentially to devastating effect.

These rules are an optional addition to any campaign, and should be approached with care by the Game Master.

Making Called Shots

Source Ultimate Combat pg. 193
A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the called shot. A called shot is a single attack made as a full-round action, and thus can’t be combined with a charge, feats like Vital Strike, or multiple attacks with a full-attack action.

Called shots are divided into three basic difficulty groups: easy, tricky, and challenging. Easy called shots represent large areas of the body, and are made at a –2 penalty. They have relatively minor effects unless a critical hit is scored or massive damage is dealt. Tricky called shots represent either smaller areas, like a hand, or areas a creature protects well, like its head. Tricky shots receive a –5 penalty, and inflict more serious consequences. Challenging called shots represent very small areas like eyes, fingers, or creatures’ necks. They receive a –10 penalty, and successful hits cause significant short-term impairment. Beyond these challenging ratings lie almost impossible called shots that receive a –20 penalty. For called shots against non-humanoid creatures, use common sense and the categories above as guidelines. For example, a flying creature’s wings are treated as arms.

Range and Reach: Called shots work best at close range. Melee called shots are at a –2 penalty if the target isn’t adjacent to its attacker. For called shots made at range, all range penalties due to range increment are doubled, with a minimum penalty of –2 for any called shot against a target that’s not within 30 feet.

Critical Hits and Critical Threats: A called shot has the normal chance for a critical hit, and inflicts an extra effect if one is confirmed. The exact effects of a successful critical hit depend on where the target was hit, and are described under Called Shot Effects.

Additional Rules

Source Ultimate Combat pg. 193
Automatic Hits: Some effects in the game, like true strike or the flash of insight ability of cyclopes, provide automatic or nearly automatic hits. Using such an ability on a called shot turns it into a normal attack, with none of the benefits or penalties associated with called shots. From a story perspective, this is because the effect cannot distinguish between a hit in general and a hit in a particular area, but it’s also necessary to keep the power of such abilities in line with their original intended effects. Some Game Masters may prefer a more theatrical or dangerous game in which magic can make a shot through the eye nearly certain, in which case this rule can be ignored.

Cover: Cover other than soft cover interferes with a called shot even more than with a normal shot. Double any AC bonuses provided by cover that isn’t soft cover. In addition, cover may make certain called shots impossible.

Concealment: The miss chance for a called shot against a creature with concealment increases to 50%. It’s not possible to make a called shot against a creature with total concealment. For effects that function like concealment, such as blink and displacement, a miss chance of 50% or more prevents called shots, a miss chance of 20% increases to 50%, and miss chances of other values are doubled.

Damage Reduction: If damage reduction completely negates the damage from a called shot, the called shot has no effect. If hit point damage does get through, the called shot has normal effects. Damage reduction does not reduce any ability damage, ability drain, penalties, or bleed damage caused by the called shot.

Immunity: Immunity to critical hits protects against the extra effects of called shots. Partial protection, such as that provided by the fortification special ability of some magical armors, protects the creature as though the called shot were a critical hit.

Regeneration: Regeneration provides no special protection against called shots, but it might negate or undo some of the effects, such as bleeding or limb loss.

Saving Throws: If a saving throw is allowed on a called shot, the DC is equal to the Armor Class hit by the attack. In the case of an attack roll of a natural 20, the DC is the AC the attack would have hit if 20s did not automatically hit.

Stacking: Unless otherwise stated, penalties for multiple called shots do not stack, even if they are to different areas of the body. Ability damage and drain caused by called shots always stacks.

Touch Attacks: Touch attacks and ranged touch attacks made as called shots must target AC rather than touch AC. This represents the care it takes to target such strikes.

Called Shot Effects

Source Ultimate Combat pg. 193
The consequences of a successful called shot vary depending on whether the hit is a normal hit, a critical hit, or a debilitating blow (a hit for 50 points of damage or more). When more than one limb or organ can be affected by a called shot, the attacker can choose the target if desired; otherwise, it should be determined randomly.

Called Shot: An attack aimed at a body part that deals fewer than 50 points of damage results in a normal called shot. Called shots inflict either minor penalties or temporary inconveniences.

Critical Called Shot: When a called shot is confirmed as a critical hit but deals fewer than half the creature’s hit points of damage (minimum 50), a critical called shot results. Critical called shots can cause ability damage, bleeding, and other serious effects.

Debilitating Blow: A called shot that deals half the creature’s hit points of damage (minimum 50) or more (whether a critical hit or not) results in a debilitating blow that has extra effects. A debilitating blow inflicts major consequences and potentially permanent consequences.

Concentration Checks: Concentration checks forced by called shots to parts of the body involved in spellcasting (generally the head for spells with verbal components, and the casting arm and hand for spells with somatic components) are made at a –5 penalty.

Healing Called Shot Effects: Some called shot effects render a given location useless until healed. Remedying this condition requires the victim be healed (naturally or magically, and by one or more sources of healing) for as many hit points of damage as the called shot caused. If the victim is suffering from multiple wounds of this sort, divide healing equally between them. The regenerate spell repairs any and all effects of called shots except for ability damage and ability drain.

Arm

Source Ultimate Combat pg. 194
Arms are the manipulating limbs of a creature, including tentacles. Wings are also considered to be arms for purposes of a called shot. Called shots to the arm are easy (–2 penalty).

Called Shot: A called shot to an arm deals no additional damage, but for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A flying creature shot in the wing must make a Fly check to avoid descending involuntarily.

Critical Called Shot: A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. A successful Fortitude saving throw halves the ability damage (minimum 1 point to each attribute). The target also suffers the effects of a called shot to the arm for 1d4 minutes.

Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage and 1d6 points of Strength damage. The blow renders the arm useless until healed unless the target succeeds at a Fortitude saving throw. If the saving throw fails by 5 or more, the arm is severed or otherwise mangled such that only regeneration or similar effects can repair it. The target also suffers the effects of a called shot to the arm (if the arm remains usable) for 2d6 minutes.

Chest

Source Ultimate Combat pg. 194
Called shots to the chest are aimed at the well-protected center of mass of a creature. Called shots to the chest are easy (–2 penalty).

Called Shot: A called shot to the chest deals no additional damage, but any skill checks caused by the hit (such as an Acrobatics check while balancing or a Climb check while climbing) take a –2 penalty.

Critical Called Shot: A critical hit to the chest deals 1d4 points of Constitution damage and fatigues the target. A successful Fortitude saving throw (made after the Constitution damage is applied) negates the fatigue. The creature also suffers the effects of a called shot to the chest.

Debilitating Blow: A debilitating blow to the chest deals 2d4 points of Constitution damage and exhausts the target. A successful Fortitude saving throw (made after the Constitution damage is applied) reduces the exhaustion to fatigue. If the saving throw fails by 5 or more, the creature’s internal injuries deal 1 point of Constitution damage in any round the creature takes a standard action. The internal injuries can be healed by either a DC 25 Heal check or by healing as many hit points as the debilitating blow dealt, whether by magical or natural means. The creature also suffers the effects of a called shot to the chest.

Ear

Source Ultimate Combat pg. 194
Ears are the organs used to hear. Creatures without visible ears generally aren’t susceptible to called shots to that location. Called shots to the ear are challenging (–10 penalty).

Called Shot: A called shot to the ear deafens that ear for 1 round, and imposes a –2 penalty on Perception checks. A creature that loses hearing in all ears is deafened until hearing is returned by way of the remove blindness/deafness spell or a similar effect.

Critical Called Shot: A critical hit to the ear deafens that ear for 2d6 minutes and leaves the target staggered for 1 round. The target also suffers the effects of a called shot to the ear for that duration.

Debilitating Blow: A debilitating blow to the ear destroys that ear and stuns the target for 1 round, then leaves it staggered for 1d4 rounds, and deafened until removed with the remove blindness/deafness spell or a similar effect. A successful Fortitude saving throw deafens the creature until it is restored by the remove blindness/deafness spell or a similar effect.

Eye

Source Ultimate Combat pg. 195
Eyes include whatever organs a creature uses to see. At the Game Master’s discretion, a called shot to the eye can also target sensory organs such as antennae, potentially negating abilities like blindsense. Generally, a creature can’t be blinded until it has lost all vision in all of its eyes. Creatures with five or more eyes take no penalties from called shots to their eyes until they’re blinded in enough eyes to bring them down a single functional eye, but can still be blinded in that eye by a critical hit or debilitating blow. Called shots to the eye are challenging (–10 penalty).

Called Shot: A called shot to the eye gives all of the target’s foes concealment against its attacks for 1 round and gives it a –2 penalty on Perception checks. If the creature only has one functional eye prior to the called shot, it is blinded for 1 round instead.

Critical Called Shot: A critical hit to the eye costs the target sight in that eye for 1d4 minutes. The target also suffers the effects of a called shot to the eye for that duration.

Debilitating Blow: A debilitating blow to the eye destroys that eye, causes blindness until the condition is removed with a remove blindness/deafness spell or similar effect, and deals 1d6 points of bleed damage. A successful Reflex saving throw reduces this to 1d4 hours of loss of sight in that eye and eliminates the bleeding. The target also suffers the effects of a called shot to the eye for 2d6 minutes.

Hand

Source Ultimate Combat pg. 195
Hands include most extremities used for fine manipulation. Called shots to the hand are tricky (–5 penalty).

Called Shot: For 1d4 rounds, any attack rolls, damage rolls, ability checks, or skill checks made using the wounded hand take a –2 penalty, including attack and damage rolls with two-handed weapons. In addition, the target takes a –4 penalty to its CMD to resist disarm attempts, and drops its weapon (if any) on an attack roll result of a natural 1.

Critical Called Shot: A critical hit to the hand deals 1d4 points of Dexterity damage. In addition, the target drops anything it is holding in that hand unless it succeeds at a Reflex saving throw. Items held in two hands aren’t dropped, but the target still loses its grip with the injured hand. The target also suffers the effects of a called shot to the hand for 1d4 minutes.

Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage. The blow renders the hand useless until healed unless the target succeeds at a Reflex saving throw. If the saving throw fails by 5 or more, the hand is severed or otherwise mangled such that only regeneration or similar effects can repair it. Regardless of the result of the saving throw, anything held in the wounded hand is automatically dropped, even items held in two or more hands. The target also suffers the effects of a called shot to the hand (if the hand remains usable) for 2d6 minutes.

Head

Source Ultimate Combat pg. 195
Called shots to the head are tricky (–5 penalty), as most creatures show some skill at dodging attacks aimed at their faces. Some creatures, such as otyughs and purple worms, lack a proper head altogether. Creatures with multiple heads must be hit by called shots to all their heads in a single round to suffer ill effects, and even then, only suffer the least effect that is inflicted on any single head (so for example, an ettin would need to take critical hits to both heads to receive the effects of a critical called shot to the head).

Called Shot: A called shot to the head leaves the target sickened for 1d4 rounds.

Critical Called Shot: A critical hit to the head deals 1d6 points of Intelligence, Wisdom, or Charisma damage (randomly determine which) and staggers the target for 1d4 rounds. A successful Fortitude saving throw prevents the target from being staggered. The target also suffers the effects of a called shot to the head for 1d4 minutes.

Debilitating Blow: A debilitating blow to the head deals 1d6 points of Intelligence, Wisdom, and Charisma damage (roll separately for each), and knocks the target unconscious for 1d10 rounds. A successful Fortitude saving throw prevents the target from being knocked unconscious, but leaves it staggered for 1d10 rounds instead. If the saving throw fails by 5 or more, the target is rendered senseless by severe brain trauma (as the feeblemind spell) until it receives a heal, greater restoration, or similar effect. The target also suffers the effects of a called shot to the head for 2d6 minutes.

Heart

Source Ultimate Combat pg. 196
A called shot to the heart represents an attempt at a killing blow. If the hit isn’t either a critical hit or a debilitating blow, the attempt fails and is just a normal hit. A called shot to the heart can be used for any small, likely fatal location on a creature, such as the only weakness on an unimaginably ancient red dragon. Called shots to the heart are challenging (–10 penalty).

Called Shot: A called shot to the heart is just a normal hit with no extra effect.

Critical Called Shot: A critical hit to the heart pierces the organ, causing exhaustion and 1d4 points of Constitution bleed damage. A successful Fortitude save reduces this to fatigue and 1 point of Constitution bleed damage. In either case, stopping the bleeding requires either regeneration (spell or special ability), magic healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a successful DC 20 heal check that takes 1d4 rounds to complete.

A critical hit to the heart against a vampire made with a piercing weapon composed entirely of wood leaves the vampire impaled through the heart by the weapon if it fails its Fortitude save, with effects as described in its Monster entry.

Debilitating Blow: A debilitating blow to the heart destroys it, instantly killing any creature that relies on its heart to survive. Creatures that succeed at a Fortitude save suffer exhaustion and take 1d6 points of Constitution damage and 1d4 points of Constitution bleed damage, as do creatures that can survive without a heart.

A debilitating blow to the heart against a vampire made with a piercing weapon made entirely of wood affects the vampire as a critical hit to the heart; for example, it still receives a Fortitude save to avoid the consequences.

Leg

Source Ultimate Combat pg. 197
Legs are the ambulatory limbs of a creature, including feet. Called shots to the leg have no special effect on creatures with five or more legs. Called shots to the leg are easy (–2 penalty).

Called Shot: A called shot to a leg lowers the target creature’s speed by 10 feet for 1d4 rounds if it has two or fewer legs, and by 5 feet if it has three or four legs. In either case, the creature’s speed cannot be reduced below 5 feet per round. Called shots to the leg have no effect on creatures with five or more legs. Hitting the same leg more than once has no extra effect, but the speed penalty for hits on different legs stack. Additionally, any skill or ability checks involving movement (such as Acrobatics or Swim checks) take a –2 penalty for 1d4 rounds.

Critical Called Shot: A critical hit to the leg deals 1d4 points of Dexterity damage and knocks the target prone. A successful Fortitude save keeps the creature from falling prone. The creature also suffers the effects of a called shot to the leg for 1d4 minutes.

Debilitating Blow: A debilitating blow to the leg knocks the creature prone. The blow renders the leg entirely useless until healed unless the target succeeds at a Fortitude saving throw. If the saving throw fails by 5 or more, the leg is severed or otherwise mangled such that only regeneration or similar effects can repair it. If the save succeeds, the target is instead lamed and moves at half speed until the leg is healed, or until it receives a successful DC 20 Heal check. A creature with a useless or severed leg moves at half speed if it still has more than half of its legs usable; otherwise, it cannot stand up and must crawl to move. The target also suffers the effects of a called shot to the leg (if the leg remains usable) for 2d6 minutes.

Neck

Source Ultimate Combat pg. 197
The neck makes for a difficult but rewarding target. Injuries to the neck keep a creature from speaking easily, and if blood vessels or the windpipe are damaged, such injuries rapidly lead to death. Creatures that lack vulnerable heads generally can’t be attacked in the neck either. Called shots to the neck are challenging (–10 penalty).

Called Shot: A called shot to the neck makes speaking above a hoarse whisper impossible for 1 round. Spells with verbal components have a 20% chance of failing outright, as do attempts to activate command-word items (although for magic items, the use of the item is not wasted).

Critical Called Shot: A critical hit to the neck deals 1d6 points of bleed damage. In addition, the target must succeed at a Fortitude saving throw or suffer a crushed windpipe and be unable to breathe or speak, possibly suffocating. A crushed windpipe can be repaired by magical healing (from one or more sources) that heals as many hit points of damage as the original hit dealt, or by a DC 25 Heal check to open up a hole into the windpipe. The latter check deals 2d6 hit points of damage, and leaves the creature still unable to speak. If target makes its saving throw, it still suffers the effects of a called shot to the neck for 1d4 minutes.

Debilitating Blow: A debilitating blow to the neck leaves the target unable to speak or breathe and deals 1d4 points of Constitution bleed damage. A successful Fortitude saving throw reduces this to 2d6 points of regular (hit point) bleed damage, and the target is only unable to speak and breathe for 1d4 minutes. The Constitution bleed damage caused by a debilitating blow to the neck can only be stopped by regeneration (spell or special ability), magical healing (from one or more sources) that heals as many points of damage as the original blow dealt, or a DC 20 Heal check that takes 1d4 rounds to complete.

Vitals

Source Ultimate Combat pg. 197
The vitals correspond to the abdomen on a humanoid: critical organs not well-protected by bone. Attacks on the vitals can also include dastardly “low blows.” Vitals for non-humanoid creatures can include nearly any location that is relatively hard to hit, poorly protected, and debilitating if struck. Called shots to the vitals are tricky (–5 penalty).

Called Shot: A called shot to the vitals leaves the target sickened for 1d4 rounds. A successful Fortitude save reduces this duration to 1 round. While sickened from the blow, the target cannot run or charge.

Critical Called Shot: A critical hit deals 1d4 points of Constitution damage. In addition, the target is nauseated for 1d4 rounds and sickened for 1d6 minutes. A successful Fortitude saving throw negates the nauseated condition. While the target is sickened from the blow, it cannot run or charge.

Debilitating Blow: A debilitating blow to the vitals deals 1d6 points of Constitution drain, nauseates the target for 1d4 rounds, and sickens it for 2d6 minutes. A successful Fortitude save reduces the drain to damage and the nausea to 1 round. If the save fails by 5 or more, the target is disemboweled or otherwise horrifically wounded, and takes 1 point of Constitution bleed damage. The Constitution bleed damage caused by a debilitating blow to the vitals can only be stopped by regeneration (spell or special ability), magical healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a DC 20 Heal check that takes 1d4 rounds to complete.

Piecemeal Armor

Source Ultimate Combat pg. 198
All armor in the Pathfinder Roleplaying Game is constructed of pieces and parts that are carefully (or hastily) donned each time the armor is used. While a full suit of armor is always more protective than wearing pieces of armor, sometimes a character does not have time to don an entire suit of armor before jumping into the fray. Other times characters may not have access to an entire suit of armor; in dire situations, they may need to find pieces or parts of armor among lower-level treasure hoards, or they have to scavenge from the bodies of fallen foes in order to protect themselves.

The following rules allow you to introduce piecemeal armor into your campaign. All of the armors presented in this book, the Core Rulebook, and the Advanced Player’s Guide are separated into three different and distinct sections or pieces: arms, legs, and torso.

Armor Pieces and Armor Suits

Source Ultimate Combat pg. 198
The piecemeal armor system splits up armor into three general types of armor pieces. An armor piece is a small group of armor parts, rather than simply being any discrete part of the armor. A single armor piece comprises the armor parts one needs to protect its corresponding area—either the arms, the legs, or the torso (including the head); a single arm or leg armor piece provides armor for both arms or both legs, respectively. A plate arm armor piece typically consists of pairs of pauldrons, gardbraces, rerebraces, vambraces, and gauntlets along with bits of chainmail and padded armor, while a chain lamellar arm armor piece consists of two chain sleeves, gauntlets, and perhaps pairs of pauldrons and couters. Both protect the arms, though they have a different number of specific parts and types of overall components.

The protective qualities of each individual piece of armor are listed in Table 5–7: Arm Armor Pieces, Table 5–8: Leg Armor Pieces, and Table 5–9: Torso Armor Pieces. If a character has only one armor piece, that piece is considered the totality of her armor, and she uses the statistics of that piece as her armor. If a character is wearing more than one armor piece, she add the armor costs, armor bonuses, and weights of the armor pieces, and takes the worst maximum Dexterity bonus, arcane spell failure chance, and speed limitations from among the various armor pieces to determine the full statistics and qualities of the armor she is wearing. As long as she is wearing a single armor piece, she is considered to be wearing armor for any effects that rely on wearing armor (such as the fighter class’s armor training and armor mastery).

If a character is wearing all three categories of armor pieces, she is wearing a suit of armor. Suits of armor can have all armor pieces of the same type (all three plate pieces make a suit of full plate), or a mixture of armor pieces (a plate arm armor piece and torso armor piece combined with a chainmail leg armor piece creates a suit of half-plate).

Wearing an entire suit, whether its pieces are mixed or the same type, grants a +1 armor bonus on top of the protection the combination of pieces already grants the wearer. Wearing a mixed suit of armor increases the arcane spell failure chance by 5% because of the awkwardness of the design. Wearing less than a full suit of mixed armor does not increase the wearer’s arcane spell failure chance. For example, if you wear a breastplate with a plate arm armor piece and a chain leg armor piece, you should consult Table 5–5: Half-Plate Suit Pieces for your armor’s statistics. The top line lists the cost, bonuses, penalties, and so on for the half-plate suit as a whole, and the lines below list the statistics for the component pieces, as well as the benefits that result from the pieces constituting a suit.

Table 5-5: Half-Plate Suit Pieces

Speed
Armor TypeCostArmor BonusMaximum Dex BonusArmor Check PenaltyArcane Spell Failure Chance30 ft.20 ft.Weight
Half-plate600 gp+8+0-740%20 ft.15 ft.50 lbs.
(plate arm armor piece)375 gp+1+0-735%30 ft.20 ft.10 lbs.
(chain leg armor piece)25 gp+0+2-215%30 ft.20 ft.10 lbs.
(plate torso armor piece)200 gp+6+3-435%20 ft.15 ft.30 lbs.
(suit)+1+5%

Armor Pieces and Proficiency

Source Ultimate Combat pg. 198
If you are proficient with an armor category, you are also proficient with the armor pieces of that category. For example, if you are proficient with light armor, you are proficient with all light armor pieces. Some torso armor pieces (such as chain, plate, and agile plate torso armor pieces) are a category lighter if worn alone (treat as a chain shirt, breastplate, and agile breastplate, respectively).

When a character is wearing at least one armor piece of a type with which he is not proficient, he takes the armor check penalty of that piece on attack rolls and on all skill checks that involve moving. If he is wearing more than one armor piece of a type with which he is not proficient, he takes the worst armor check penalty from among the pieces he is not proficient with on attack rolls and on all skill checks that involve moving.

Masterwork, Special Material, and Magic Armor

Source Ultimate Combat pg. 199
Any individual armor piece can be of masterwork construction or constructed of special materials, or, if it is of masterwork construction, it can be magically enchanted at the standard cost listed in the Core Rulebook. In this manner, each armor piece is treated as its own type of armor, but most armorers and magic item crafters know that this is an inefficient way of making and enchanting armor.

The most efficient way to create masterwork armor or to enchant magical armor is to create or enchant the same suit. In order to do this, the suit’s pieces need not all be of the same type, but they must be constructed and then enchanted together. The drawback is that none of the individual pieces are considered masterwork or magical on their own (though if magic, they do detect as magic, and can be identified as part of an armor suit). When used as piecemeal armor, they function like normal pieces of nonmagical and non-masterwork pieces of armor of their type.

If a character is wearing pieces of separately created or enchanted armor, the armor only takes the benefits provided by the masterwork quality and the magic of the most protective piece—typically the torso armor piece. If a character does not wear a torso armor piece, the most protective piece is the leg armor piece (the second most protective category of armor pieces), followed by the arm armor piece (the third most protective category).

For instance, if a character does not wear a torso or leg armor piece, but wears a +1 chain arm armor piece, she gains the benefit of wearing magic armor (the piece acts as masterwork and has a +1 enhancement bonus due to the enchantment). If that character then puts on a normal chain torso armor piece, she loses the +1 bonus due to magic and the reduction of armor check penalties for being masterwork, as the most protective armor piece no longer has either of these qualities.

In order for the armor to gain the benefits of a special material, all armor pieces worn must be made of the same special material. Because of this, armor pieces constructed of special materials can be constructed at a decreased cost based on which pieces are made of the special material. Constructing a whole suit of armor with the same special materials uses the standard costs detailed in the Core Rulebook.

In the case of chain shirts, breastplates, agile breastplates, and any other armor pieces that are treated as a category lighter when worn alone, to determine the cost of creating that piece of armor from a special material, use the base armor category (medium in the case of a chain torso armor piece, and heavy in the case of a plate torso armor piece) when pricing the item, but in the case of adamantine and similar armors, the item gains the material benefit of the lighter category (damage reduction 1/— in the case of the chain torso armor piece worn as a chain shirt, or damage reduction 2/— in the case of plate torso armor piece worn as a breastplate).

Adamantine

Source Ultimate Combat pg. 199
Armor pieces made of adamantine grant their wearers damage reduction of 1/— if they are light armor, 2/— if they are medium armor, and 3/— if they are heavy armor. Adamantine armor pieces are always masterwork in quality. Armor pieces normally made of steel that are made of adamantine have one-third more hit points than normal.
Type of Adamantine ItemItem Cost Modifier
Medium arm armor piece2,500 gp
Medium leg armor piece2,500 gp
Medium torso armor piece5,000 gp
Heavy arm armor piece2,500 gp
Heavy leg armor piece2,500 gp
Heavy torso armor piece10,000 gp

Dragonhide

Source Ultimate Combat pg. 199
If the dragonhide used to construct this armor comes from a dragon that had immunity to an energy type, the armor pieces also have immunity to that energy type. A piece of dragonhide armor costs double the armor piece cost + 100 gp. Alternatively, a plate torso armor piece can be constructed from dragonhide for 700 gp, and an agile plate torso armor piece can be constructed from dragonhide for 1,100 gp. Dragonhide armor pieces retain dragonhide's usual 25% reduction in cost when adding matching energy protection to them.

Mithral

Source Ultimate Combat pg. 199
Armor pieces made of mithral are lighter than steel, but are just as hard. Mithral armor pieces are less cumbersome to move in. Medium armor pieces that feature a reduced movement do not have a reduced movement when they are made from mithral. Heavy armor pieces that reduce the wearer’s run speed to triple her speed instead of quadruple her speed do not do so when they are made from mithral or are part of a mithral armor suit.

As long as all the armor pieces a character wears are made of mithral, the spell failure chance decreases by 10%, the maximum Dexterity bonus increases by 2, and the armor check penalty decreases by 3 (to a minimum of 0).

An item made of mithral weighs half as much as the same item made from other metals. Armor pieces made of mithral are also considered masterwork.
Type of Mithral ItemItem Cost Modifier
Medium arm armor piece1,500 gp
Medium leg armor piece1,500 gp
Medium torso armor piece1,000 gp
Heavy arm armor piece2,500 gp
Heavy leg armor piece2,500 gp
Heavy torso armor piece4,000 gp

Getting Into and Out of Armor Pieces

Source Ultimate Combat pg. 200
The time required to don an armor piece is based on its type and the area it protects; see Table 5–6. Don: This column tells how long it takes a character to put on the armor piece. (One minute is 10 rounds.) Don Hastily: This column tells how long it takes a character to put on the armor piece in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal (minimum 0 in the case of armor bonus). Remove: This column tells how long it takes a character to remove the armor piece.

Table 5-6: Donning Armor Pieces

Armor Piece Type and Protective AreaDonDon HastilyRemove
Light arm armor piece2 rounds1 round2 rounds1
Light leg armor piece3 rounds2 rounds2 rounds1
Light torso armor piece5 rounds2 rounds5 rounds1
Medium arm armor piece1 minute12 rounds2 rounds rounds1
Medium leg armor piece1 minute13 rounds2 rounds1
Medium torso armor piece1 minute15 rounds3 rounds1
Heavy arm armor piece1 minute21 minute11 minute1
Heavy leg armor piece1 minute21 minute11 minute1
Heavy torso armor piece2 minutes21 minute12 minutes1
1 If the character has some help, this time is halved. A single character doing nothing else can help one or two adjacent creatures. Two characters can't help each other don or remove armor pieces at the same time.
2 The wearer must have help to don this armor piece. Without help, it can only be donned hastily.

Armor Pieces for Unusual Creatures

Source Ultimate Combat pg. 200
Armor pieces for unusually big creatures, unusually little creatures, and non-humanoid creatures (such as horses) have different costs and weights from those given in Tables 5–7, 5–8, and 5–9. Refer to the appropriate line in Table 6–8 in the Core Rulebook and apply the multipliers to cost and weight. For animals with four or more legs, the armor for half of the legs counts as the leg armor piece, and the armor for the other half counts as the arm armor piece.

Armor and Armor Piece Hit Points and Hardness

Source Ultimate Combat pg. 200
To determine the hit points and hardness of your armor, use the hardness for the weakest material, and to determine hit points, add the total armor bonus (including the +1 for wearing a complete suit of armor) and multiply that value by 5. If you need to determine the hardness and hit points for a single armor piece, it has the hardness of its main material and hit points equal to its armor bonus (treat as +1 for armor pieces with a +0 armor bonus) × 5. Hardness for substances can be found in Table 7–13 in the Core Rulebook.

Armor Piece Descriptions

Source Ultimate Combat pg. 200
The following pieces of armor make up the piecemeal armor system, and are split into three armor groups.

Arms

Source Ultimate Combat pg. 200
With the smallest area to protect, arm armor pieces tend to have the lowest armor value of all the piecemeal armor types, with light armor pieces offering little to no protection unless they are part of a complete suit. Because arm armor pieces tend to interfere with hand movements needed for somatic components, they offer the highest spell failure chance.

Table 5-7: Arm Armor Pieces

Speed
Armor TypeCostArmor BonusMaximum Dex BonusArmor Check PenaltyArcane Spell Failure Chance30 ft.20 ft.Weight1
Light Armor
Lamellar, leather15 gp+0+3-120%30 ft.20 ft.5 lbs.
Leather2 gp+0+6010%30 ft.20 ft.2 lbs.
Padded1 gp+0+605%30 ft.20 ft.2 lbs.
Quilted cloth25 gp+0+8010%30 ft.20 ft.2 lbs.
Studded leather5 gp+0+5015%30 ft.20 ft.2 lbs.
Wooden5 gp+0+3-115%30 ft.20 ft.3 lbs.
Medium Armor
Hide2 gp+0+4-220%30 ft.20 ft.3 lbs.
Kikko5 gp+0+5-120%30 ft.20 ft.5 lbs.
Chain25 gp+1+2-330%30 ft.20 ft.5 lbs.
Lamellar, horn25 gp+1+5-225%30 ft.20 ft.5 lbs.
Lamellar, steel25 gp+1+3-225%30 ft.20 ft.5 lbs.
Mountain pattern50 gp+1+3-230%30 ft.20 ft.10 lbs.
Scale10 gp+1+3-225%30 ft.20 ft.5 lbs.
Heavy Armor
Agile plate425 gp+1+0-740%30 ft.20 ft.5 lbs.
Banded50 gp+1+1-335%30 ft.20 ft.5 lbs.
Kusari gusoku50 gp+1+1-335%30 ft.20 ft.5 lbs.
Lamellar, iron50 gp+1+0-440%30 ft.20 ft.10 lbs.
O-yoroi250 gp+1+2-535%30 ft.20 ft.5 lbs.
Plate375 gp+1+1-735%30 ft.20 ft.10 lbs.
Splint50 gp+1+0-420%30 ft.20 ft.5 lbs.
Tatami-do100 gp+1+3-535%30 ft.20 ft.5 lbs.
1 Weight figures are for armor pieces sized to fit Medium characters. Armor pieces fitted for Small characters weigh half as much, and armor pieces fitted for Large characters weigh twice as much.

Agile Plate Arm Armor Piece: This armor piece consists of pauldrons, gardbraces, rerebraces, vambraces, and gauntlets all cunningly designed to increase the maneuverability of the wearer. When worn alone, with an agile plate torso armor piece, or with an agile plate torso armor piece and a chain leg armor piece (or lighter armor), the armor check penalty for Climb skill and jump checks is only –4 (masterwork and mithral versions of this armor and the above armor piece combination reduce this penalty as well as the normal penalty).

Banded Arm Armor Piece: These overlapping strips of metal on leather usually take the form of long sleeves connected to pauldrons of the same material at the top of the sleeves and a pair of metal gauntlets at the hands of the armor piece.

Chain Arm Armor Piece: This arm armor piece typically takes the form of sleeves of loose-fitting chain fitted to the shoulder, or separate lengths of chain attached to pauldrons and couters, and ending in a pair of gauntlets at the hands.

Hide Arm Armor Piece: This arm armor piece consists of sleeves crafted from the tanned and preserved skin of a thick-skinned beast.

Horn Lamellar Arm Armor Piece: This arm armor piece is constructed of a number of horn plates laced together in parallel rows and reinforced with leather.

Iron Lamellar Arm Armor Piece: This arm armor piece is constructed of a number of iron plates laced together in parallel rows and reinforced with pieces of chainmail.

Kikko Arm Armor Piece: This arm armor piece consists of sleeves of leather reinforced by hexagonal plates made from iron.

Kusari Gusoku Arm Armor Piece: This arm armor piece is constructed of light lamellar shoulder guards and lacquered sleeves.

Leather Arm Armor Piece: This arm armor piece consists of sleeves of hard-boiled leather that are carefully sewn together.

Leather Lamellar Arm Armor Piece: Similar to a leather arm armor piece, a leather lamellar arm armor piece is constructed of a number of discrete hard-boiled leather plates laced together in parallel rows.

Mountain Pattern Arm Armor Piece: These sleeves are made from many interlocking pieces of steel shaped to resemble a symbol for the word “mountain” and riveted onto cloth.

O-Yoroi Arm Armor Piece: This armor piece consists of steel lamellar shoulder guards, and sleeves made of metal reinforced with leather. O-yoroi arms end in gauntlets. Padded Arm Armor Piece: These sleeves are made of heavy or quilted cloth.

Plate Arm Armor Piece: A plate lamellar is composed of pauldrons, gardbraces, rerebraces, vambraces, and gauntlets, along with bits of chainmail and padded armor.

Quilted Cloth Arm Armor Piece: These sleeves are made of heavy quilted cloth specially designed to trap arrows and other ranged piercing weapons. When worn alone, or with only other quilted cloth pieces, you gain DR 3/— against ranged piercing weapons.

Scale Arm Armor Piece: These sleeves are made up of dozens of small overlapping metal plates. A scale arm armor piece includes a pair of gauntlets.

Splint Arm Armor Piece: These sleeves are constructed of metal strips reinforced with chain mail. A splint arm armor piece includes a pair of gauntlets.

Steel Lamellar Arm Armor Piece: These sleeves are constructed of a number of steel plates laced together in parallel rows. A steel lamellar arm armor piece includes a pair of gauntlets.

Studded Leather Arm Armor Piece: These sleeves are constructed of hard-boiled leather carefully sewn together and reinforced with metal studs.

Tatami-Do Arm Armor Piece: A lighter version of o-yoroi armor, a tatami-do arm armor piece is composed of a lighter lamellar shoulder guard and a lacquered sleeve. A set of tatami-do arm armor pieces includes a pair of gauntlets.

Wooden Arm Armor Piece: These sleeves are constructed of fire-treated wood sewn over leather.

Legs

Source Ultimate Combat pg. 202
Heavier leg armor pieces slow down their wearers and provide higher armor check penalties, but are less restrictive to spellcasters than heavier arm armor pieces.

Table 5-8: Leg Armor Pieces

Speed
Armor TypeCostArmor BonusMaximum Dex BonusArmor Check PenaltyArcane Spell Failure Chance30 ft.20 ft.Weight1
Light Armor
Leather3 gp+0+600%30 ft.20 ft.3 lbs.
Padded1 gp+0+800%30 ft.20 ft.3 lbs.
Quilted cloth25 gp+0+805%30 ft.20 ft.3 lbs.
Lamellar, leather15 gp+1+2-110%30 ft.20 ft.10 lbs.
Studded leather5 gp+1+5010%30 ft.20 ft.3 lbs.
Wooden5 gp+1+3-15%30 ft.20 ft.7 lbs.
Medium Armor
Chain25 gp+0+2-215%30 ft.20 ft.10 lbs.
Hide3 gp+1+4-210%30 ft.20 ft.7 lbs.
Kikko10 gp+1+3-110%20 ft.15 ft.5 lbs.
Lamellar, horn25 gp+1+3-210%20 ft.15 ft.5 lbs.
Lamellar, steel25 gp+1+3-215%30 ft.20 ft.5 lbs.
Mountain pattern50 gp+1+3-215%20 ft.15 ft.10 lbs.
Scale10 gp+1+3-215%30 ft.20 ft.10 lbs.
Heavy Armor
Banded50 gp+1+1-315%20 ft.215 ft.210 lbs.
Kusari gusoku100 gp+1+1-320%20 ft.215 ft.210 lbs.
Lamellar, iron50 gp+1+1-420%20 ft.215 ft.210 lbs.
Plate925 gp+1+1-320%20 ft.215 ft.210 lbs.
Splint50 gp+1+0-420%20 ft.215 ft.215 lbs.
Tatami-do150 gp+1+3-315%20 ft.215 ft.25 lbs.
O-yoroi300 gp+1+2-320%20 ft.215 ft.25 lbs.
1 Weight figures are for armor pieces sized to fit Medium characters. Armor pieces fitted for Small characters weigh half as much, and armor pieces fitted for Large characters weigh twice as much.
2 When running while wearing this armor piece, you move at only triple your speed, not quadruple.

Banded Leg Armor Piece: These overlapping strips of metal on leather usually take the form of leggings or a skirt.

Chain Leg Armor Piece: A chain leg piece takes the form of a long skirt made of chainmail that is further protected by steel greaves, or individual leggings of tighter-fitting chain reinforced by padding, steel kneeplates, and leather straps.

Hide Leg Armor Piece: This armor piece consists of leggings or a skirt made of the tanned and preserved skin of a thick-skinned beast.

Horn Lamellar Leg Armor Piece: These leggings are constructed of a number of horn plates laced together in parallel rows and reinforced with leather. Sometimes they take the form of a skirt made of such material. When in skirt form, the legs are further protected by leather greaves reinforced by horn.

Iron Lamellar Leg Armor Piece: These leggings are constructed of a number of iron plates laced together in parallel rows and reinforced with chainmail. Sometimes they take the form of a skirt. The legs are further protected by leather greaves reinforced with iron.

Kikko Leg Armor Piece: This leg armor piece is usually constructed of a leather skirt reinforced by hexagonal plates made from iron, and the legs are further protected by leather greaves reinforced with steel. Some versions of this leg armor piece consist of individual leather leggings reinforced by hexagonal plates.

Kusari Gusoku Leg Armor Piece: This armor piece is constructed of light lamellar thigh guards and quilted cloth or leather leggings.

Leather Lamellar Leg Armor Piece: This leg armor piece is constructed of a number of discrete hard-boiled leather plates laced together in parallel rows. They can take the form of a skirt or leggings.

Leather Leg Armor Piece: This armor piece consists of leggings or a skirt constructed of hard-boiled leather carefully sewn together.

Mountain Pattern Leg Armor Piece: The protection of this leg armor piece usually takes the form of a long skirt constructed of many interlocking pieces of steel riveted onto cloth, along with heavy cloth or leather greaves reinforced with steel plates. Some versions are made into individual leggings.

O-Yoroi Leg Armor Piece: This armor piece consists of steel lamellar thigh guards and leggings made of metal reinforced with leather and cloth.

Padded Leg Armor Piece: This armor piece consists of leggings or a skirt made of heavy or quilted cloth.

Plate Leg Armor Piece: A plate leg armor piece is composed of faulds, tassets, cuisses, poleyns, and greaves along with bits of chainmail and padded armor for extra support and protection.

Quilted Cloth Leg Armor Piece: These are leggings made of heavy quilted cloth. When worn alone, or with only other quilted cloth pieces, you gain DR 3/— against ranged piercing weapons.

Scale Leg Armor Piece: Typically a scale leg piece is a skirt of overlapping metal plates and leather greaves reinforced with steel plates. Some suits feature long leggings of overlapping metal plates instead.

Splint Leg Armor Piece: These thigh guards and leggings are constructed of metal strips and chainmail.

Steel Lamellar Leg Armor Piece: This armor piece consists of thigh guards and leggings or a skirt constructed of steel plates laced together in parallel rows.

Studded Leather Leg Armor Piece: These leggings are constructed of hard-boiled leather carefully sewn together and reinforced with metal studs.

Tatami-Do Leg Armor Piece: This armor piece is constructed of light lamellar thigh guards and leggings.

Wooden Leg Armor Piece: This armor piece consists of a pair of leggings or a skirt constructed of fire-treated wood sewn over leather.

Torso

Source Ultimate Combat pg. 203
The torso armor piece provides the most protection, but also usually provides the most hindrances to the wearer.

Table 5-9: Torso Armor Pieces

Speed
Armor TypeCostArmor BonusMaximum Dex BonusArmor Check PenaltyArcane Spell Failure Chance30 ft.20 ft.Weight1
Light Armor
Padded3 gp+0+805%30 ft.20 ft.5 lbs.
Quilted cloth50 gp+0+8010%30 ft.20 ft.10 lbs.
Haramaki3 gp+1+1000%30 ft.20 ft.1 lb.
Leather5 gp+1+6010%30 ft.20 ft.10 lbs.
Silken ceremonial armor30 gp+1+1000%30 ft.20 ft.4 lbs.
Studded leather15 gp+1+5015%30 ft.20 ft.15 lbs.
Wooden10 gp+1+3-115%30 ft.20 ft.15 lbs.
Lamellar cuirass15 gp+2+405%30 ft.20 ft.8 lbs.
Lamellar, leather30 gp+2+3-220%30 ft.20 ft.10 lbs.
Medium Armor
Lamellar, steel100 gp+1+3-525%20 ft.15 ft.25 lbs.
Hide10 gp+2+4-220%30 ft.20 ft.15 lbs.
Kikko15 gp+2+4-320%20 ft.15 ft.15 lbs.
Lamellar, horn50 gp+2+3-425%20 ft.15 ft.20 lbs.
Scale30 gp+2+3-225%30 ft.20 ft.15 lbs.
Mountain pattern150 gp+3+3-430%20 ft.15 ft.20 lbs.
Armored coat50 gp+4+3-220%20 ft.15 ft.20 lbs.
Chain100 gp+4+4-230%30 ft.20 ft.25 lbs.
Do-maru200 gp+5+4-425%20 ft.15 ft.30 lbs.
Four-mirrored armor20 gp+5+4-530%20 ft.15 ft.40 lbs.
Heavy Armor
Banded150 gp+4+1-235%20 ft.215 ft.220 lbs.
Kusari gusoku200 gp+4+1-735%20 ft.215 ft.220 lbs.
Lamellar, iron100 gp+5+0-730%20 ft.215 ft.215 lbs.
Splint100 gp+4+0-330%20 ft.215 ft.225 lbs.
Tatami-do500 gp+4+4-635%20 ft.215 ft.230 lbs.
O-yoroi750 gp+5+2-635%20 ft.215 ft.230 lbs.
Agile Plate400 gp+6+3-425%20 ft.215 ft.225 lbs.
Plate200 gp+6+3-435%20 ft.215 ft.230 lbs.
Stone coat500 gp+8+0-740%20 ft.215 ft.245 lbs.
1 Weight figures are for armor pieces sized to fit Medium characters. Armor pieces fitted for Small characters weigh half as much, and armor pieces fitted for Large characters weigh twice as much.
2 When running while wearing this armor piece, you move only triple your speed, not quadruple.
3 These armor pieces are considered to be one weight category lower when worn with no other armor pieces. A chain torso armor piece worn alone is a chain shirt (light armor), and a plate or agile plate torso armor piece is a breastplate (medium armor).

Agile Plate Torso Armor Piece: This breastplate is designed to allow its wearer extra flexibility. When worn alone, the wearer’s armor check penalty for the Climb and jump checks is only –1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty).

Alternatively, when worn with an agile lamellar arm armor piece and a chain leg armor piece (or lighter armor), the armor check penalty for Climb and jump checks is only –4 (masterwork and mithral versions of this armor and the above armor piece combination reduce this penalty as well as the normal penalty). Furthermore, when an agile plate torso armor piece is worn alone, it is considered to be medium armor instead of heavy armor except when creating special material versions of this armor.

Armored Coat: This sturdy leather coat is reinforced with metal plates sewn into the lining. While more cumbersome than other torso armor pieces, and less effective, it can be donned or removed with a move action (there is no “don hastily” option for the armored coat). This torso armor piece can be worn with other armors, but the wearer takes the best armor bonus instead of adding up all the armor bonuses.

Banded Torso Armor Piece: This armor piece is a shirt of overlapping metal plates reinforcing leather.

Chain Torso Armor Piece: This armor piece is a shirt of chain mail. When worn alone, it is counted as light armor and acts as a chain shirt.

Do-Maru: This light-weight armor piece wraps around the body like a short armored coat made of lamellar.

Four-Mirror Armor: This cuirass consists of four plates harnessed together with leather shoulder straps. It includes a helmet.

Haramaki: Also called a belly-warmer, a haramaki is a simple silken sash lined with chainmail or articulated metal plates and tied about the stomach to protect it.

Hide Torso Armor Piece: This armor piece is a shirt, wrap, or jacket constructed of the tanned and preserved skin of a thick-skinned beast.

Horn Lamellar Torso Armor Piece: This armor piece consists of a shirt constructed of a number of horn plates that are laced together in parallel rows and reinforced with leather.

Iron Lamellar Torso Armor Piece: This armor piece is a shirt constructed of a number of iron plates that are laced together in parallel rows and reinforced with bits of chainmail.

Kikko Torso Armor Piece: This armor piece is a shirt of hexagonal iron plates sewn into cloth or leather.

Kusari Gusoku Torso Armor Piece: This chain jacket is worn in place of heavier chest armor.

Lamellar Cuirass: This cuirass is made of lacquered leather plates bound together and fitted over a silk shirt. It is sometimes worn alone, especially during ceremonial occasions when wearing other armor is frowned upon.

Leather Lamellar Torso Armor Piece: This shirt or cuirass is constructed of a number of discrete hard-boiled leather plates laced together in parallel rows.

Leather Torso Armor Piece: This armor piece is a shirt or jacket constructed of hard-boiled leather carefully sewn together into one piece.

Mountain Pattern Torso Armor Piece: This armor piece is a shirt of a number of interlocking steel pieces riveted onto cloth or leather.

O-Yoroi Torso Armor Piece: This complicated and multipart cuirass also includes a kabuto helmet and a ho-ate mask for further protection.

Padded Torso Armor Piece: This shirt or jacket is made of heavy or quilted cloth.

Plate Torso Armor Piece: This is a breastplate made of steel. When worn in conjunction with other armors, it also includes a helmet. When worn alone, it counts medium armor, acts as a breastplate, and does not include a helmet.

Quilted Cloth Torso Armor Piece: This shirt or jacket is made of heavy quilted cloth specially designed to trap arrows and other ranged piercing weapons. When worn alone, or with only other quilted cloth pieces, you gain DR 3/— against ranged piercing weapons.

Scale Torso Armor Piece: This shirt or cuirass is made up of dozens of small overlapping metal plates.

Silken Ceremonial Armor: Used primarily for ceremonial displays and sometimes worn over heavy armor, these robes consist of several layers of cloth over an outer layer of embroidered silk further reinforced with leather studs. It can be worn over other torso armor pieces, but does not grant any extra armor bonus, and increases the weight and cost of such armor.

Splint Torso Armor Piece: This shirt or cuirass is constructed of metal strips reinforced with chain mail.

Steel Lamellar Torso Armor Piece: This armor piece consists of a shirt or cuirass of steel plates laced together in parallel rows. A steel lamellar torso armor piece includes a helmet.

Stone Coat: This weighty cuirass consists of lamellar crafted from alchemically treated stone. If worn with other armor pieces, this torso armor piece gains no armor bonus from the other armor pieces, and all of the added hindrances.

Studded Leather Torso Armor Piece: This shirt or jacket is constructed of hard-boiled leather carefully sewn together and reinforced with metal studs.

Tatami-Do Torso Armor Piece: A lighter version of a o-yoroi torso armor piece, this piece is constructed of a lighter lamellar shirt. It includes a collapsible kabuto helmet and an armored hood.

Wooden Torso Armor Piece: This shirt or cuirass is constructed of fire-treated wood sewn over leather.

Wounds and Vigor

Source Ultimate Combat pg. 206
Hit points are an abstraction. When a fighter gains a level, his body does not suddenly become more resistant to damage. A sword’s strike does not suddenly do proportionately less damage. Rather, hit points suggest that the fighter has undergone more training, and while he may have improved his ability to deal with wounds to a small degree, the hit points gained at higher levels reflect less his capacity for physical punishment and more his skill at avoiding hits, his ability to dodge and twist and turn. Each loss of hit points, in this case, suggests that he is becoming progressively less nimble over the course of combat—in other words, that the decreasing hit points are a marker for his overall endurance and condition. It’s not quite as satisfying, however, to roll a critical hit and then tell a player that his opponent ducked out of the way, but that the sword’s slash made the enemy a little less lucky.

This variant system for tracking wounds and vigor should help to remedy that. As with the other systems in this chapter, this system is entirely optional.

Determining Wound Points and Vigor Points

Source Ultimate Combat pg. 206
Instead of hit points, creatures using this system have a number of wound points and vigor points. These two replacement scores are kept track of separately, and represent different ways a character handles the damage inflicted on him. The following are descriptions of these scores and how they work within the variant system of damage tracking.

Wound Points

Source Ultimate Combat pg. 206
Typically a creature has a number of wound points equal to twice its Constitution score. It also has a wound threshold equal to its Constitution score.

Wound points represent the amount of physical punishment a creature can take before it dies. When a creature’s wound points drop to or below its wound threshold, that creature becomes wounded. When a creature is wounded, it gains the staggered condition until it is no longer wounded. Furthermore, when a creature is wounded, if that creature takes any standard or move action on its turn, its remaining wound points are reduced by 1 and it must make a DC 10 Constitution check. If the creature fails that check, it falls unconscious.

When a creature reaches 0 or fewer wound points, it is dead.

Wound Points and Constitution Damage, Drain, and Penalties: A creature’s wound points and Constitution score are intrinsically linked. For each point of Constitution damage a creature takes, it loses 2 wound points, but this damage does not affect the creature’s wound threshold. When a creature takes a penalty to its Constitution score or its Constitution is drained, it loses 1 wound point per point of drain or per penalty for the duration of the penalty or drain. A penalty to Constitution or Constitution drain has no effect on the creature’s wound threshold.

Vigor Points

Source Ultimate Combat pg. 206
Vigor represents a creature’s ability to avoid the majority of actual physical damage it might take from an attack. When a creature takes damage, the damage typically reduces its vigor points first. Some special attacks either deal wound point damage directly or deal both vigor and wound point damage (see Critical Hits).

Creatures with one or more full Hit Dice or levels gain vigor points. With each level gained or each Hit Die a creature has, it gains a number of vigor points based on its Hit Die type. Use the creature’s Hit Dice to generate its vigor points, just like you would hit points, but without adding the creature’s Constitution modifier. A creature gains maximum vigor points on its first Hit Die if it comes from a character class level. Creatures whose first full Hit Die comes from an NPC class or from their race roll their Hit Dice to determine their starting vigor points. A creature with less than one Hit Die has no vigor points; it only has wound points.

When a creature no longer has any vigor points, any additional damage it takes reduces its wound point total.

Regaining Wound Points and Vigor Points

Source Ultimate Combat pg. 206
A creature can regain wound and vigor points in a number of ways, but in general it is easier to regain vigor points. Healing Spells and Effects: When casting healing spells or using an ability with a healing effect (such as channeling holy energy on living creatures or the paladin’s lay on hands ability), the creature casting the spell or using the effect must choose whether it wants to heal wound points or vigor points. The creature decides this before casting the spell or using the ability. When that creature decides to heal vigor points, the healing spell or effect acts normally, replenishing a number of vigor points equal to the number of hit points the spell or effect would normally heal. If the creature decides to heal wound points, it heals a number of wound points equal to the number of dice it would normally roll for the healing spell or effect. In the case of effects like the heal spell, where a spell or effect heals 10 hit points per caster level, the creature heals its caster level in wound points.

For instance, if a 12th-level cleric uses her channel positive energy power to replenish wound points to living creatures, she would typically heal 6 wound points for all living creatures with her channel energy burst. If she casts the heal spell, she would restore 12 wound points to the creature touched.

Rest: When a creature has a full night’s rest (8 hours of sleep or more), that creature regains all its vigor points and 1 wound point. If there is a significant interruption during a rest, the creature regains neither wound points nor vigor points. If a creature undergoes complete bed rest for an entire day, it regains half its level in wound points and all its vigor points.

Restoration and Similar Effects: When a creature regains Constitution points by way of the restoration spell or a similar effect, that creature regains 2 wound points for every Constitution point regained. Relieving a Constitution penalty or Constitution drain regains any wound points that were lost from that penalty or drain.

Attacks that Deal Wound Point Damage

Source Ultimate Combat pg. 207
Some attacks can be used to deal wound points damage directly.

Critical Hits: When a creature is subject to a critical hit, the critical hit deals the damage normally, reducing vigor points first, and then reducing wound points when vigor points are gone. It also deals an amount of wound point damage equal to its critical multiplier (for example, 3 wound points for a weapon with a ×3 modifier), on top of any wound point damage the creature might take from the critical hit.

Negative Energy Damage: When a creature deals negative energy damage to a creature with a spell or effect, it can choose to deal wound point or vigor point damage (but not both) with the spell or effect. If that creature chooses to deal vigor point damage, the spell or effect deals negative energy damage normally, and that damage reduces vigor points only, even if it deals more damage than the target has vigor points. If the spell or effect deals negative energy damage to wound points directly, it deals an amount of wound point damage equal to the number of dice the creature would roll for that effect; if the effect deals a number of points per caster level (such as the harm spell), it deals a number of wound points equal to the caster level of the spell.

Other Considerations

Source Ultimate Combat pg. 207
The following are a few other considerations to take into account when using the wounds and vigor system.

Temporary Hit Points: When a creature would normally gain temporary hit points, it gains temporary vigor points instead. When that creature takes damage, it loses these temporary vigor points first. If an attack deals damage to wound points only, these temporary vigor points are not lost.

Nonlethal Damage: When a creature takes nonlethal damage, it takes that damage in vigor points only, even if the attack deals more damage than the creature has vigor points. If the creature has no vigor points (and no temporary vigor points), each time that creature takes damage from an attack that deals nonlethal damage, it takes either 1 wound point of damage, or a number of wound points in damage equal to the attack’s critical hit modifier if the attack is a critical hit.

Spells or Effects with Hit Point Triggers: When using this system, if a spell or an ability has an effect that occurs when you reduce a creature to 0 or fewer hit points (such as the disintegrate spell), that effect is instead triggered when a creature is wounded. In the case of the harm spell or a similar effect where a creature cannot be reduced below 1 hit point by the spell or effect, a creature’s wound points cannot be reduced to or below that creature’s wound threshold.

Wounds and Vigor Variant Feats

Source Ultimate Combat pg. 207
The following feats are either new for the wounds and vigor system or work differently in that system.

Deathless Initiate (Combat)


For you, impending death is a call to wrath.
Prerequisites: Str 13, Con 13, Diehard, Endurance, base attack bonus +6, orc or half-orc.
Benefit: You are not staggered when your wound points reach your wound threshold, but you lose 1 wound point if you take any action during your turn. You only take 1 wound point each round when you take actions. Furthermore, you gain a +2 bonus on melee attacks and damage rolls when your wound points are at or below your wound threshold.

Deathless Master (Combat)

Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.
Prerequisites: Str 13, Con 15, Deathless Initiate, Diehard, Endurance, Ironhide, base attack bonus +9, orc or half-orc. Benefit: When your wound points reach your wound threshold, you do not take 1 wound point when you take an action.

Diehard

You keep on going, even when your wound points are lower than your wound threshold.
Benefit: When your current wound point total is below your wound threshold, you do not need to succeed at the DC 10 Constitution check to stay conscious.

Toughness

You have enhanced physical stamina.
Benefit: You gain 1 wound point for every level or Hit Die your character has.