Selling back armor


Pathfinder Society

Scarab Sages

So, there was a discussion in another Pathfinder forum that brought up armor spikes.

Let's say my fighter wanted to add armor spikes to his leather armor or something, and tried feats to go with it, but found he didn't like it and retrained the feat.

Would it be legal to not keep the spikes on the armor, or go to an armor smith and have the spikes removed from the armor and sell them back to a vendor for half price? (Or hang them on a wall for decoration, or whatever?)
Here's the type of armor spikes that I'm thinking of:
Add-on armor spikes

5/5 5/55/55/5

Its less money than an adventurer has in a couch cushion. Why bother?

Scarab Sages

It's not so much about the actual price one gets back, but, rather about if it's allowed to take them off the armor to sell.

The Exchange 5/5

I hate to say this, but I would think not.

Kind of like if I have Shadow added to my +1 Chain Shirt, then decide to "sell it back" I would likely have to sell the entire armor back... when would not be cost effective.

Silver Crusade 3/5

Hacksaw and file.

Liberty's Edge 5/5

I'll try to shape this without bias:

Specifically, a player wishes to take Heirloom Weapon with a suit of armor with armor spikes. Would this person later be able to upgrade to better armor and transfer their heirloom spikes?

Shadow Lodge

No, because armor spikes are not a separate item, and thus can't be purchased separately. You don't have "armor" and "armor spikes", you have "spiked armor", a unique item whose stats are determined by the base item (the armor) modified by the extra feature added (armor spikes).

Trying to sell back armor spikes while keeping the armor is akin to having trying tell sell back the "throwing" on a throwing shield.

As to hacking the spikes off, the rules don't directly support this, and doing so will undoubtedly add the broken condition to the armor itself; crunch-wise, you're damaging the armor, and the HP damage will cause the broken condition; fluff-wise, the armor was created with those spikes, and forcefully removing them will ruin the structural integrity (insert joke about how many red shirts died when decks 4-12 vented atmosphere...)

Scarab Sages

Will Johnson wrote:

I'll try to shape this without bias:

Specifically, a player wishes to take Heirloom Weapon with a suit of armor with armor spikes. Would this person later be able to upgrade to better armor and transfer their heirloom spikes?

Mr. Johnson, I would ask that your NOT put your presumptions based on other threads in other forums on other websites into this one.

The conversation you are referencing with the Heirloom Weapon has nothing to do with either this thread or *MY* character Vincent Ramil, who is a Hellknight, and wears Hellknight Armor, to which I added spikes. I am considering changing the character in light of the recent announcements of the changes to the Cheliax faction, and becoming the Dark Archive. It has nothing, whatsoever to do with your claims.

It is possible that an official answer here, or FAQ response, may impact that other thread, but, I don't post hypothetical questions on the boards that have nothing to do with my own characters.
I would prefer that you not make presumptions about the questions I make and the discussions I have on the Paizo forums.

Scarab Sages

SCPRedMage wrote:

No, because armor spikes are not a separate item, and thus can't be purchased separately. You don't have "armor" and "armor spikes", you have "spiked armor", a unique item whose stats are determined by the base item (the armor) modified by the extra feature added (armor spikes).

Trying to sell back armor spikes while keeping the armor is akin to having trying tell sell back the "throwing" on a throwing shield.

SCPRedMage .... Thank you for your response. There is a certain amount of logic in your point, but, I feel that must disagree ... It is obvious that I am hoping that I can remove the spikes, otherwise I wouldn't be asking the question. :)

But, the main basis of my particular point of view is that the core rules allow for changing out of individual pieces of armor ... In particular, in the section covering magical armor.
Quote:
"Armor is always created so that if the type of armor comes with a pair of boots, a helm, or a set of gauntlets, these pieces can be exchanged for other magic boots, helms, or gauntlets."

While I realize that this doesn't specifically call out spikes, I would like to presume that bracers or vambraces, pauldrons, sabatons, greaves, et al. would also be able to follow this guideline ... Especially since the rules are otherwise silent on the issue.

There are often two types of art which often depict spiked armor: one of which has been mentioned here, where they would be welded on, after a fashion, and the other where they are an armor piece that has replaced the original pauldrons or other part, an example of which I showed one piece of in a photograph up-thread. I am imagining the latter sort.

As to your comparison to an enchantment, I would entirely agree. By PFS rules, that cannot be done. But, spikes aren't an enchantment, they are a physical object. I don't feel the situation is the same. There is nothing in the rules that indicate that spikes are a permanent alteration to the armor.

Silver Crusade 2/5

Pathfinder Adventure Subscriber

Armor spikes cost 50g and add 10lb to armor (http://paizo.com/pathfinderRPG/prd/equipment.html, search for armor spikes)
even if you don't have the feat, they can stay -- you only use them if you're willing to take a -4, but they can be there.

A quick note/disclaimer: if you haven't magically enhanced the spikes, we're talking 25g -- which isn't worth this potentially bitter debate. That's less than the cost of a potion of CLW.

Onward:
Because "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," I'd probably rule they could be separated if I was GM'ing and this was the argument approach. After all, if armor enhancements affect only the armor and weapon enhancements affect only the spikes, they're separate pieces, right?

That said, that same paragraph mentions adding the spikes by saying "You can have spikes added to your armor" but says nothing about removing them, so I wouldn't fight for my 1st opinion overly hard if a different GM said "nope,". After all, the verbiage around "adding" spikes strikes me as more welding on than swapping out pieces.

Shadow Lodge

Nolen,

The quote you provided exists entirely to clarify that you can mix magic armor with various wondrous items, such as boots, gauntlets, and helms, that some GMs might otherwise interpret as conflicting with magic armor; "you gotta wear the whole thing to get the benefits!"

As to the "enchantment", I didn't bring one up. I mentioned throwing shields, which is a non-magical modification to shields presented in the Adventurer's Armory; it is a +50gp modification that allows you to use said shield as a thrown weapon.

Armor spikes, like the "throwing shield", are a modification to a base item, and as such are NOT a separate item, and cannot be bought or sold separately. The rule of thumb on the matter is if the price is listed as a modifier (such as armor and shield spikes, but notably NOT locked gauntlets), then you cannot buy/sell it separately.


SCPRedMage wrote:

Nolen,

The quote you provided exists entirely to clarify that you can mix magic armor with various wondrous items, such as boots, gauntlets, and helms, that some GMs might otherwise interpret as conflicting with magic armor; "you gotta wear the whole thing to get the benefits!"

As to the "enchantment", I didn't bring one up. I mentioned throwing shields, which is a non-magical modification to shields presented in the Adventurer's Armory; it is a +50gp modification that allows you to use said shield as a thrown weapon.

Armor spikes, like the "throwing shield", are a modification to a base item, and as such are NOT a separate item, and cannot be bought or sold separately. The rule of thumb on the matter is if the price is listed as a modifier (such as armor and shield spikes, but notably NOT locked gauntlets), then you cannot buy/sell it separately.

So, does that also mean you couldn't add spikes to existing armor?

Shadow Lodge

thejeff wrote:
So, does that also mean you couldn't add spikes to existing armor?

Correct; armor spikes must be "added" at the time the armor is crafted.

In theory, one could also add them after the fact by use of the Craft skill, but that falls under the purview of a house rule.

Liberty's Edge 5/5

W. Kristoph Nolen wrote:

I would prefer that you not make presumptions about the questions I make and the discussions I have on the Paizo forums.

It isn't much of a presumption when you posted the following response to a suggestion that you bring this topic here:

W. Kristoph Nolen wrote:

Haahahahaha! Seriously, dude?

Is that like some kind of challenge? Whatcha [sic] the boards more, man. It was there hours and hours ago.

If, as you say, this is a different topic completely, let me answer it as a fresh conversation:

As per RAW, you cannot remove, transfer, or sell Armor Spikes that have been added to a suit of armor. The reason for this is that they are not stand alone items. Instead, your Hell Knight's armor has been permanently modified by their addition.

The justification for this is that armor spikes are not sold separately, but as an armor extra that increases the price of the armor.

Scarab Sages

SCPRedMage wrote:

... The quote you provided exists entirely to clarify that you can mix magic armor with various wondrous items, such as boots, gauntlets, and helms ...

As to the "enchantment", I didn't bring one up. I mentioned throwing shields, which is a non-magical modification to shields presented in the Adventurer's Armory; it is a +50gp modification that allows you to use said shield as a thrown weapon.

Oh! SCPRedMage, my apologies ... I didn't realize there was a non-magical thing like that! I assumed that it was essentially the same as the "Throwing" enchantment for weapons. Interesting to learn that there's a device like that! I'll be sure to look that one up!

Quote:
T ... The rule of thumb on the matter is if the price is listed as a modifier (such as armor and shield spikes, but notably NOT locked gauntlets), then you cannot buy/sell it separately.

That's probably the most coherent argument that I have heard. The only thing that I am curious about is where it comes from. Is there any chance that you know if this rule of thumb comes from other rulings or FAQs that relate to additions to armor? I would love to be able to read something comparable to this, but, haven't been able to find anything on the boards.

Quote:
Correct; armor spikes must be "added" at the time the armor is crafted.

This is the only thing that I am having a problem with so far. I'm curious where this is coming from, and if it is something that is official, or just something that is held in practice.

The phrase "RAW" is thrown around a lot (especially in discussions like this), but, as far as I can find, the rules are silent on the issue. There aren't any rules written on the topic that I have been able to manage to get a high enough Search Check on my google-fu to find.

BTW, thanks for taking the time to discuss it in a casual, moderate way without resorting to arguing. It's rare on internet forums.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

There are several things that are clearly mods that can't be sold back seperately and must be added at the time it is made:

Armor Vents
Sawback (on weapons)
Throwing (on shields)
Hollow Hilt

There are a couple that are ambiguous for me:
Armor Spike
Shield Spike
Shield Sconce.

I am not sure if these are detachable parts, or if they are intrinsic modifications of the object. I would be inclined to rule the latter.

5/5

FLite wrote:

There are several things that are clearly mods that can't be sold back seperately and must be added at the time it is made:

Armor Vents
Sawback (on weapons)
Throwing (on shields)
Hollow Hilt

There are a couple that are ambiguous for me:
Armor Spike
Shield Spike
Shield Sconce.

I am not sure if these are detachable parts, or if they are intrinsic modifications of the object. I would be inclined to rule the latter.

Throwing is the only one of those that strikes me as impossible to add after creation. The others would be difficult to add and even more difficult to remove from a craftsmanship standpoint, but doable.

Clearly, ymmv.

Scarab Sages

Thanks for the post, FLite. I hadn't seen some of those items before, and had to look them up! :)

Some of the items you listed (like the hollow hilt) I can see being able to be added independent of the crafting of the base item to which it is attached. While this is a fantasy game, IRL swords chan have their hilt or pommel changed. Perhaps this is why the item is listed with a direct price, rather than a plus-value which is added to the price of the base item.
That kind of complicates matters, though, because there are various items that are listed in differing ways, but, at least in my imagination, might be removed. I would wholeheartedly agree that a Sawback weapon is absolutely not something that could be changed ... And the language on it actually specifies that it is a modification to a item, and not an item itself.

Quote:
This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry.

I would like to think that if the designers had intended armor spikes to be ruled that way! it would've been included in the description.

Thanks again for your post, it gave me new things to consider, especially items I hadn't read before!

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Well, Okay, in a home game, yes, most, if not all of those could be added after creation, and possibly removed after creation, but you would essentially be "recrafting" the item. (i.e. adding or removing them would require either a crafting check, except for maybe hollow hilt, which would depend on the weapon. On a mace, you are just swapping out the haft, which may just be threaded on somehow. But on a club or staff, you are essentially remaking the object. Swapping a pommel on a sword should probably be a craft check (admittedly at something like DC 5 or 10) to put it on properly and securely)

I was thinking in PFS terms, where we are not allowed to have craft checks done on our items.

Scarab Sages

zefig wrote:
Throwing is the only one of those that strikes me as impossible to add after creation. The others would be difficult to add and even more difficult to remove from a craftsmanship standpoint, but doable.

I'd tend to agree with you, Zefig.

FLite .... *totally* for a PFS game. I can see it being said that we couldn't simply take the spikes off the armor, but rather that we have to *sell* them ... Which would sort of explain in-game why we only get half their value.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
W. Kristoph Nolen wrote:

[

But, the main basis of my particular point of view is that the core rules allow for changing out of individual pieces of armor ... In particular, in the section covering magical armor.
Quote:
"Armor is always created so that if the type of armor comes with a pair of boots, a helm, or a set of gauntlets, these pieces can be exchanged for other magic boots, helms, or gauntlets."

While I realize that this doesn't specifically call out spikes, I would like to presume that bracers or vambraces, pauldrons, sabatons, greaves, et al. would also be able to follow this guideline ...

You'll notice that everything that is called out are things that are easy to remove in that they are almost separate pieces of clothing. helm, boots, gloves. Armor spikes however are welded to the armor, so a call on an argument for precedence is very weak at best.

Shadow Lodge

LazarX wrote:
You'll notice that everything that is called out are things that are easy to remove in that they are almost separate pieces of clothing. helm, boots, gloves.

Also known as "things that are frequently wondrous items"; alternatively known as "those things some GMs might say prevent you from using magic armor, because they (the GM) say you need to wear the ENTIRE suit of armor to gain the benefits".

The quoted sentence is meant to clarify that wearing magic boots/helms/gauntlets/whatever does NOT prevent one from wearing magic armor, not to set some precedent about modifying existing armor.


Just going to weigh in with my own PFS opinion (nothing more than my opinion mind you) based on the wording of armor spikes and the addition of cost to armor as opposed to a separate item fee, I (personally) would not let a player sell this back if I was GMing in PFS.

That said, for ambiguous cases when it comes to buying and selling you really only need one GM to agree with you, sell it off in their game, get them to initial it, and as long as it is not specifically forbidden then the next GMs probably can't do much about it. (But do you really wanna be that player?)

Scarab Sages

LazarX ... Thanks for the input.
The point you make is one that I considered when I was writing the post. Many people think of armor spikes as something welded into metal plates. The only problem with that is that if they were welded, one wouldn't be able to put spikes, for example, on leather armor.
What I imagine is, essentially, like the photo I posted with my original question. It's very similar to gauntlets or what have you that are a separate piece that can be strapped on, or not, or swapped with the original pauldrons, elbow cops, or whatever that comprises the armor.
If there were something that indicated welded-on spikes only, I would whole-heatedly agree with you, most likely.

Scarab Sages

SCPRedMage wrote:
LazarX wrote:
You'll notice that everything that is called out are things that are easy to remove in that they are almost separate pieces of clothing. helm, boots, gloves.

Also known as "things that are frequently wondrous items"; alternatively known as "those things some GMs might say prevent you from using magic armor, because they (the GM) say you need to wear the ENTIRE suit of armor to gain the benefits".

The quoted sentence is meant to clarify that wearing magic boots/helms/gauntlets/whatever does NOT prevent one from wearing magic armor, not to set some precedent about modifying existing armor.

I would agree with this point.

Following this rule, I don't think that most GMs would say that one couldn't wear bracers with their armor, even if they're not specifically called out. Despite that most armor is worn with a mundane pair of bracers, they can be swapped out, and another pair can be worn.

Scarab Sages

CathalFM wrote:
That said, for ambiguous cases when it comes to buying and selling you really only need one GM to agree with you, sell it off in their game, get them to initial it, and as long as it is not specifically forbidden then the next GMs probably can't do much about it. (But do you really wanna be that player?)

Cathal ... I couldn't help but chuckle a little when I read this. :D

You're right, I don't wanna be "that guy" ... Which is mostly the reason that I decided to ask others what they thought.

Shadow Lodge

W. Kristoph Nolen wrote:
Many people think of armor spikes as something welded into metal plates. The only problem with that is that if they were welded, one wouldn't be able to put spikes, for example, on leather armor.

The spikes would be welded for metal armor, but for leather armor the spikes would be secured between the layers of leather, similar to the studs in studded leather.

What you're describing is the the Piecemeal Armor variant rule from Ultimate Combat, which isn't used in PFS.

Scarab Sages

SCPRedMage ...
Not to be contrary, but, no, that's not what I'm describing. I don't want to be able to add up my armor class by mixing and matching different armor types, or varying amount of armor coverage.
...
I simply want to be able to define what my own armor spikes look like. As I showed in the photograph above, and as you're describing, spikes can be added to just about any armor. There's nothing to say that how that's done ... including welding. In the example of leather that you gave, it would be incredibly easy to remove the spikes if they were simply added on with an extra addition of leather to "sandwich" the base of the spikes in.But, I can't imagine that for a padded gambeson, for example. Or hide, or chain. How would spikes be added to a chain hauberk?

And as far as welding, I'm not entirely certain that there's any necessity that they'd be welded onto anything. The suit of armor is still the same suit, and not piecemeal armor, if the pauldrons (or whichever part(s) are spiked) is simply replaced with another pauldron that has spikes. There's nothing that dictates process or crafting method, and as many illustrations of various spikes, and opinions about how spikes are put on can be shown or quoted as there are grains of sand on a shore ...
But, that doesn't mean that one person's idea of them or their attachment is any more valid (strictly speaking, by the rules) than anyone else's.

Scarab Sages

Here's a question that's a slight sidetrack but somewhat relevant. How do armor spikes and armor interact when it comes to being masterwork.
We know that armor spikes can be enchanted as weapons separately and that in order to enchant something it needs to be of masterwork quality.

But what I'm not sure of is does buying masterwork spiked armor make it masterwork both as armor and as a weapon? What would be the total cost?

Similarly, how is such armor affected by the masterwork transformation spell?

Shadow Lodge

W. Kristoph Nolen wrote:

SCPRedMage ...

Not to be contrary, but, no, that's not what I'm describing. I don't want to be able to add up my armor class by mixing and matching different armor types, or varying amount of armor coverage.

The piecemeal armor system doesn't just support mixing different types of armor; it also supports swapping out pieces within the same type, which is what you are proposing.

In the base rules, armor is a single item; swapping out pieces is either a house rule or the variant rule from Ultimate Combat, neither of which applies to PFS. Further, if armor spikes were a simple pauldron you could strap on, they would be listed as independent items, instead of as a modification. Since they aren't an independent item, the rules don't support buying/selling them separately.

This has been explained multiple times, and yet time and again you ignore this for either quoting unrelated rules that you think maybe possibly kinda-sorta means you might be able to do what you want, or unsupported conjectures that are fully within the realm of house rules. Clearly, you're just shopping for the answer you want. Since I'm not going to get anywhere, I'm done with this question.

Shadow Lodge

niconorsk wrote:

Here's a question that's a slight sidetrack but somewhat relevant. How do armor spikes and armor interact when it comes to being masterwork.

We know that armor spikes can be enchanted as weapons separately and that in order to enchant something it needs to be of masterwork quality.

But what I'm not sure of is does buying masterwork spiked armor make it masterwork both as armor and as a weapon? What would be the total cost?

In order to be enchanted as a weapon, the armor spikes need to be a masterwork weapon, so you have to pay for the masterwork weapon quality.

In order to be enchanted as armor, the armor needs to be masterwork armor, so you have to pay for the masterwork armor quality.

So in order to have spiked armor that can be enchanted as both a weapon and as armor, you have to pay 300gp for the masterwork weapon quality, 150gp for the masterwork armor quality, plus the cost of armor spikes, plus the cost of the base armor.

niconorsk wrote:
Similarly, how is such armor affected by the masterwork transformation spell?

Depends. If you provide 150gp of material components, you can turn the armor into masterwork armor. If you provide 300gp of material components, you can make the armor spikes into a masterwork weapon. If you provide 450gp of material components, you better be prepared to get it cast twice, because it'll only do one at a time.

Keep in mind that you can only have one masterwork transformation carry over between scenarios, but enchanting it as a magic item means it no longer counts against that limit. In other words, if you use masterwork transformation to turn your spiked armor into masterwork armor, you have to have it enchanted as magic armor before you can use masterwork transformation to turn the armor spikes into a masterwork weapon (without losing one of the transformations between scenarios).

The better question is how much fame you need to buy such a suit of armor. I posted a thread over a year ago asking a similar question with shields enchanted as weapons AND armor; specifically whether you should treat it like a double weapon, where you treat each end of the weapon as a separate item for the purposes of fame limits. I never got an official response, and the subsequent update to the Guide didn't make any changes to clarify, so I'm still unsure.

Liberty's Edge 5/5

Another weird rules question for enchanted double weapons, shields, and spiked armor is whether or not the offensive and defensive enchantments stack with regard to the hardness and HP of the item. I assume they would.

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