About Armored Coats


Rules Questions

Silver Crusade

Several questions about this type of armor I'd like clarified:

1) Special materials: In the description, it's a leather coat with metal plates sewn in. From what I've found so far, everyone opts for something like darkleaf, but can something like Elysian Bronze be used in the plates for a bonus? Maybe stack like Eelhide and Elysian Bronze?

2) Stacking armor: I remember reading somewhere about stacking armor where the best AC is used and the worst of everything else applies. I can't dig up the rest of the info from that, so here's the hypothetical--If you're wearing an Eelhide armored coat and an adamantine chain shirt, do you get only the electricity resistance or both effects?

2b) Stacking enchantments: Is my assumption right that only the outermost layer's enchantment effect is applied?

The Exchange RPG Superstar 2010 Top 16

I don't believe there are any rules changes specific to the PFS Organized Play environment.


For 2B: yes, only the outer most layer applies. It states as such at the end of the armored coat description I believe.

2(A?): Part of me would like to use the precedent of the enhancements to say that you shouldn't get the under armor's benefits...but with adamantine, one would logically think it would still just stay there being resistant to damage. So I will refrain from any real comment either way.


Keep in mind that enhancement bonuses to AC are also enchantment effects so you couldn't, say, wear a Mountain Pattern or other base +6 armor enhanced to max with AC bonus, and then an Armored Coat with Fortification and other armor ability enhancements and get the best of both. The very best you could do is wear a base +6 armor and get the +6 AC from it while wearing an Armored Coat with all your non-AC enhancement bonuses, but that's just a net gain of +1 AC since you have to put at least +1 on the coat before giving it fortification, etc.


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For the first one, my rule of thumb is that if it counts as metals for druids not being able to wear it, it counts as metal for special materials.


RAW, you cannot stack special material effects. You can make them with double special materials, but it doesn't really do anything.

Special Materials wrote:
If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material.

Referenced the relevant part. That answers question 1.

Question 2: The RAW says when equipping the Coat, you take the best AC of the two you wear, and the worst of everything else. As far as Special Material Effects are concerned, I'd refer to the former link, and the Piecemeal Armor rules for guidance. Since we're talking about combined armor, you would only receive the effects of one armor, (though I would personally rule you get to choose which one is active at one time, yet RAW says its generally) the last armor item you equipped (in this case, the Armored Coat).

I hope that helps.

Grand Lodge

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Now, wearing an Armored Coat, with an Armored Kilt.

That's a conundrum.


There's no rule giving an exception to the general rule, thus the general rule prevails: You can add an Armored Kilt to an Armored Coat and you get a combo of the two that is counted as heavy armor just as any other pairing of a medium armor and an armored kilt. You'd likely lose the "move action" don inherent to the armored coat as the two are considered their own piece so you'd default to the standard for light armor; 10 rounds to don the set, or 5 rounds to don hastily.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I thought that once you added the armored kilt, it was all treated as one suit, not separate pieces.

Grand Lodge

Ravingdork wrote:
I thought that once you added the armored kilt, it was all treated as one suit, not separate pieces.

Indeed, but the Armored Coat can be worn over other armor.

So, when you put on the coat, the two become one, then separate when you take the coat off?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Ah. I thought the kilt was being added to the coat.

If you add the kilt to some other armor, the base armor's stats are modified.

Then you put the armored coat on. You treat it as if you had put it over any other armor. That is, if worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor.

For example, if you added the kilt to studded leather, the studded leather would be treated as medium armor, weigh a little extra, and protect a little more.

When you throw the armored coat over that, you use the better AC and worse values for everything else.

Simple.

Grand Lodge

If you add the Armored Kilt to the Armored Coat, does it retain it's ability to be donned/undonned quickly, and worn over other armor?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The armored kilt does not say it changes the speed at which armor is adorned or removed, so it doesn't.

You simply increase the AC, weight, and weight class--nothing else.

Grand Lodge

So, you could wear your Armored Coat/Kilt combo, over your Armored Kilt?


There's no official rules for, say, stacking Mithral and Dark Leaf on an armored coat. Unfortunately, it's up to the GM which is the 'more prevalent' bits, the metal or the leather.

My own personal rule in my games for this combo is, if you take both dark leaf and mithral, you use the mithral hardness and it counts as light armor, but you get the dark leaf modifications to ACP and Max Dex Mod, not the mithral. But that's more just a 'feels right' than anything else.

Strict Raw, the GM would need to decide if it's mostly leather, or mostly metal plates, with regards to what actually protects you (note most full plate has a lot of leather and cloth on it, but it's the metal that does most of the protecting, not the leather and cloth).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It would be seriously heavy, but yeah.


blackbloodtroll wrote:
So, you could wear your Armored Coat/Kilt combo, over your Armored Kilt?

I think you could do a silken ceremonial or padded armor + kilt, and then wear a kilt/coat combo over it, but I don't know why you would. The kilt would only really count for one or the other, you couldnt' double count the kilt, since it only adds to the piece of armor it's on, not to all armor. Just be a lot of weight to carry around.

Silver Crusade

So, Summarizing the answers would be:

1) Only one special materiel is allowed, and the Armored Coat counts as metal for available crafting

2a) When layering special materiel armor, only the most voluminous armor counts as per piecemeal armor rules, I.E. biggest, heaviest piece is applied. Best AC bonus counts, all other penalties largest counts.

2b) When layering armor, the outermost layer enchantment effect applies and the AC bonus only applies to the enchanted AC value.

Does that sound about right?


Sounds correct to me.

I'd rule that the PC gets to choose which enchantment bonuses are applied (if there are enchantments on both the actual armor and the attachment to it), but RAW would point towards the outermost being applicable instead of the PC's choice.


*BLINK BLINK* RIGHT BEHIND YOU!!


I'm interested in this Magical Elysian Bronze armored coat that they supposedly have on their website. I didn't realize such things were available IRL.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am thinking of creating a rather physically strong Spirit Dancer Medium with a level of Fighter. It has occurred to me that the best armor combination for this character might be an armored coat with an armored kilt attached (which would make up heavy armor with an armor bonus of +5) worn over a haramaki. This character could then quickly strip down to the haramaki to cast arcane spells with no risk of spell failure and then just as quickly put that armor back on for physical combat.


I guess we'll need a new "Combat Stripping" feat to speed up coat+kilt removal.


blahpers wrote:
I guess we'll need a new "Combat Stripping" feat to speed up coat+kilt removal.

I don't know that it has to be a feat. Maybe it could just be a Skill check for acrobatics or Perform: Dance.....


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A move action is fast enough for me. Remember that a Spirit Dancer Medium still needs to wait a minute between spirits, so one who just cast an arcane spell won't be getting his full spirit bonus and séance boon added to attack and damage rolls.

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