Azothath's Homebrew: Agilis mundane armor modification


Homebrew and House Rules


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Armor Mod: Agilis

Armors can be made agile and allow dexterous movements to reduce encumbrance doing basic physical activities like acrobatics, climbing, dancing, disabling traps, and somatic gestures. This involves replacing restrictive plating and stiff parts with more flexible and less protective parts. It is an excellent upgrade for operatic performances while maintaining unmistakable authenticity.

Benefit: +1 Maximum Dexterity, -2(min 0) Armor Check Acrobatics and Climb skills, -1(min 0) Armor Check for Disable Device, Ride, Stealth, -5%(min 0) arcane spell failure, +10%(to maximum of sz Med:30 or sz Sml:20 ft) land speed (a total ≥5ft is needed to move to a new square), -1 AC vs Bludgeoning only attacks, -1(min 0) critical confirmation check from reinforced(such as reinforced tunic), -2 HPs. These benefits add to masterwork or special materials benefit.

This modification does not change the required armor proficiency.
Broken Condition: armor bonus to AC is halved(round down). Double armor check penalty to skills with a -1 minimum (Acro, Clmb, Dis Dev, Esc Art, Fly, Ride, Slgt Hnd, Stlth, Swim).

Cost: +50%(min 10) base armor cost +10%(min 30) Special material. As this does not add to masterwork cost, many adventurers add this option to their masterwork armor.
Time: This modification requires 1 week plus 1 week per 1000gp of the armor over 500gp.
by Azothath


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Azothath wrote:

Armor Mod: Agilis

Armors can be made agile and allow dexterous movements to reduce encumbrance doing basic physical activities like acrobatics, climbing, dancing, disabling traps, and somatic gestures. This involves replacing restrictive plating and stiff parts with more flexible and less protective parts. It is an excellent upgrade for operatic performances while maintaining unmistakable authenticity.

Benefit: +1 Maximum Dexterity, -2(min 0) Armor Check Acrobatics and Climb skills, -1(min 0) Armor Check for Disable Device, Ride, Stealth, -5%(min 0) arcane spell failure, +10%(to maximum of sz Med:30 or sz Sml:20 ft) land speed (a total ≥5ft is needed to move to a new square), -1 AC vs Bludgeoning only attacks, -1(min 0) critical confirmation check from reinforced(such as reinforced tunic), -2 HPs. These benefits add to masterwork or special materials benefit.

This modification does not change the required armor proficiency.
Broken Condition: armor bonus to AC is halved(round down). Double armor check penalty to skills with a -1 minimum (Acro, Clmb, Dis Dev, Esc Art, Fly, Ride, Slgt Hnd, Stlth, Swim).

Cost: +50%(min 10) base armor cost +10%(min 30) Special material. As this does not add to masterwork cost, many adventurers add this option to their masterwork armor.
Time: This modification requires 1 week plus 1 week per 1000gp of the armor over 500gp.
by Azothath

Isn't this covered by the Nimble armor modification?

Nimble
Price +1,000 gp; Weight +5 lbs.

DESCRIPTION
Nimble armor is designed for flexibility and ease of use, although this compromises its protective qualities. Nimble armor’s maximum Dexterity bonus is increased by 2, and its armor check penalty is reduced by 1 (minimum 0).

DRAWBACK
Nimble armor’s armor bonus is reduced by 1.


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Krulton wrote:
Azothath wrote:
Armor Mod: Agilis ...

Isn't this covered by the Nimble armor modification?

...

see Armor Mods ... The Armor Adept feat (see page 11) allows a skilled wearer to ignore penalties imposed by armor-modification drawbacks.

there are differences...


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0

Azothath wrote:
Krulton wrote:
Azothath wrote:
Armor Mod: Agilis ...

Isn't this covered by the Nimble armor modification?

...

see Armor Mods ... The Armor Adept feat (see page 11) allows a skilled wearer to ignore penalties imposed by armor-modification drawbacks.

there are differences...

I know about the rules regarding Armor Mods...

The penalty for Nimble is -1 AC... Which makes sense for what it does.
It is elegant in its simplicity.

Yours starts to require math to do what Nimble does already. All to avoid a -1 AC and instead make the armor weaker to sunder attempts.

You don't NEED to take the Armor Adept to wear modded armor. Take the -1 AC...
You even say in your first post:
This involves replacing restrictive plating and stiff parts with more flexible and less protective parts.


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Agilis is more detailed which does involve a bit more paperwork.
Agilis is reasonably priced and scales with the existing price schedule and wacky special materials. It has less impact to reflect the price and that is expressed in the details. I don't believe the increased movement will amount to much tactically but it will impact overland/long distance travel. The movement is trivial as PCs should be on a mount and past 7th-10th level are using magic. It doesn't add 5 lbs which is ludicrous. A flat -1 AC doesn't make sense. Adding 1000 or 1500gp is simply ludicrous and lazy. Adding a feat to overcome drawbacks is simply lazy feat taxing.
While the (very early) PPC product was very creative, it also had a lot of issues.

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