| Name | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | ASF Chance | Speed | Weight | |
|---|---|---|---|---|---|---|---|---|
| 30 ft. | 20 ft. | |||||||
| Ceramic Plated Leather | 50gp | +3 | +4 | -1 | 15% | 30 ft. | 20 ft. | 30 lbs. |
| Name | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | ASF Chance | Speed | Weight | |
|---|---|---|---|---|---|---|---|---|
| 30 ft. | 20 ft. | |||||||
| Emplacement Tower Shield | 200gp | +4* | +2 | -10 | 50% | — | — | 35 lbs. |
*An emplacement tower shield can instead grant you cover, see its description.
Cerulean Seas Armor[]
Armor of the sea faces many more challenges than it does on land. First, the heavy metal armors of the surface would simply not be viable for a character that still wishes to swim around, as a warrior would have much difficulty canceling its negative buoyancy rating. Next, the armor cannot create sufficient drag, and therefore shields of greater than light size are more of a hindrance than a help. Lastly, they must be made of a material that will not become corroded by sea water. These things create a slightly different picture of an armored warrior. Aquatic armors, when not immersed in water, degrade into worthlessness within 2d6 days.
Light Armor[]
| Armor1 | Cost | Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure | Swim Speed (30 ft.)3 | Swim Speed (20 ft.)3 | Buoyancy4 |
|---|---|---|---|---|---|---|---|---|
| Padded Kelp | 5 gp | +1 | +8 | 0 | 5% | 30 ft. | 20 ft. | +10 |
| Muck | 5 gp | +2 | +6 | 0 | 10% | 30 ft. | 20 ft. | +0 |
| Sharkhide | 15 gp | +3 | +5 | –1 | 15% | 30 ft. | 20 ft. | -10 |
| Chain shirt5 | 150 gp | +4 | +4 | –2 | 20% | 30 ft. | 20 ft. | -125 |
Medium Armor[]
| Armor1 | Cost | Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure | Swim Speed (30 ft.)3 | Swim Speed (20 ft.)3 | Buoyancy4 |
|---|---|---|---|---|---|---|---|---|
| Jellyfish | 25 gp | +3 | +4 | –3 | 20% | 20 ft. | 15 ft. | +0 |
| Scaly | 50 gp | +4 | +3 | –4 | 25% | 20 ft. | 15 ft. | -30 |
| Seashell | 100 gp | +5 | +2 | –5 | 30% | 20 ft. | 15 ft. | -40 |
| Clamshell | 200 gp | +5 | +3 | –4 | 25% | 20 ft. | 15 ft. | -30 |
Heavy Armor[]
| Armor1 | Cost | Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure | Swim Speed (30 ft.)3 | Swim Speed (20 ft.)3 | Buoyancy4 |
|---|---|---|---|---|---|---|---|---|
| Jellyfish | 25 gp | +3 | +4 | –3 | 20% | 20 ft.2 | 15 ft.2 | +0 |
| Scaly | 50 gp | +4 | +3 | –4 | 25% | 20 ft.2 | 15 ft.2 | -30 |
| Seashell | 100 gp | +5 | +2 | –5 | 30% | 20 ft.2 | 15 ft.2 | -40 |
| Clamshell | 200 gp | +5 | +3 | –4 | 25% | 20 ft.2 | 15 ft.2 | -30 |
Shield[]
| Armor1 | Cost | Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure | Swim Speed (30 ft.)3 | Swim Speed (20 ft.)3 | Buoyancy4 |
|---|---|---|---|---|---|---|---|---|
| Auranite or Mithrite Buckler | 30 gp | +1 | — | –1 | 5% | — | — | -25 |
| Shell Buckler | 15 gp | +1 | — | –1 | 5% | — | — | -5 |
| Light Shield, swampwood | 3 gp | +1 | — | –1 | 5% | — | — | +25 |
| Light Shield, coral | 8 gp | +1 | — | –1 | 5% | — | — | -5 |
| Light Shield, auranite or mithrite | 20 gp | +1 | — | –2 | 10% | — | — | -50 |
Extras[]
| Armor1 | Cost | Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure | Swim Speed (30 ft.)3 | Swim Speed (20 ft.)3 | Buoyancy4 |
|---|---|---|---|---|---|---|---|---|
| Armor spikes5 | +75 gp | — | — | — | — | — | — | -25 |
| Gauntlet, locked5 | 8 gp | — | — | special | n/a | — | — | -15 |
| Shield Spikes5 | +10 gp | — | — | — | — | — | — | -15 |
1 Metallic armors in the Pathfinder Roleplaying Game Core Rulebook may still be available at ten times the price listed. The buoyancy rating for those armors is equal to the armor's weight × -5. Non-metallic armors from this source are not available (with the exception of armor made from dragon-hide).
2 When running in heavy armor, you move at only triple your speed, not quadruple.
3 Tactical swim speed for other base swim speeds is explained in more detail on Table 1-6 in Chapter 1 of this book.
4 Most aquatic armors are very heavy on land, bogging the character into immobility.
5 These items are described in the Pathfinder Roleplaying Game Core Rulebook, though are typically made of auranite or mithrite in the Cerulean Seas.
Aquatic Armor Descriptions[]
Detailed below is a peek into the aquatic realm of armored defense.
Bucklers, chainmail shirt & light shields: Identical to those presented in the Pathfinder Roleplaying Game Core Rulebooks, only made of different materials.
Clamshell: This unwieldy but strong armor is made of shells harvested from giant clams and shaped into armor. It functions similar to a breastplate with shell reinforcement.
Coral: This armor is actually grown, not made. Special coral is shaped and molded while it grows, and then is harvested and hardened to be worn as armor. It often has a bizarre organic look to it.
Chitin: Chitin armor is constructed from the exoskeletons of giant aquatic vermin, such as giant crabs and lobsters. It is full-body armor.
Glacial: This striking armor is made of plates of ever-ice linked together with auranite chain mail. It is truly beautiful armor, albeit a little cold.
Jellyfish: Jellyfish armor is created from authentic jellyfish bodies through an alchemical process that hardens them into stiff but flexible translucent plates. The armor can be quite beautiful, reminiscent of metallic plate armor of the surface world, only translucent and often tinted in blue or green. For an additional fee of 20 gold, the armor can be made with luminescent jellyfish and glow in the dark (sheds as much light as a candle).
Muck: Favored by barbarians and mogogols, muck armor consists of kelp rope netting that supports a messy tangle of marsh muck. The marsh muck is made up of twisting roots, seaweed, decaying vegetation, twigs, reeds, and bog. It is grown rather than made and can be considered to contain living plants and may be subject to spells that effect plants (like entangle). Muck armor provides a +3 concealment bonus to hide checks in natural surroundings that contain vegetation.
Padded Kelp: This light armor is crafted from thick kelp cloth stuffed with sponge wool and lightly reinforced with hardened shells. It can be dyed any color, but is typically dark green.
Scaly: This attractive armor is made from the hardened scales of large fishes, woven together with mussel fibers.
Seashell: This beautiful armor is made of layers of small hardened seashells linked together with kelp or sinew.
Sharkhide: This thin and flexible armor is made from sharkskin. In addition to the protection it offers, it also has the abrasive quality of sharkhide. Anyone grappling a character wearing sharkhide will sustain 1d4 slashing damage for each round he holds the grapple (unless the character is grappled by a reach grappling weapon.)
Turtle: This beautiful armor is made of fitted and shaped pieces of sea turtle carapaces.