Armor Effects for Non-Armored Characters

I believe the fact allows clothing to be enchanted as armor. Afterall, you can put a magic vestment on it, one shouldn't you be able to enchant it?
 

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Darmanicus said:
So I'd have to disagree, clothing is a tool for warmth and coverage of the body.
Okay, not unreasonable. Is there a skill check the +2 applies to? Also, keep in mind the apparent weight discrepancy. Clothing normally weighs more than 1 pound, and 1/4 the value for Small creatures. But, masterwork clothing is always 1 pound, regardless of size.

Darmanicus said:
I'd allow clothing to be enchanted.
Even animated, they would be immune to most enchantments. :p
 

Stalker0 said:
I believe the fact allows clothing to be enchanted as armor. Afterall, you can put a magic vestment on it, one shouldn't you be able to enchant it?
No. You can cast magic weapon on a non-masterwork weapon, but you can't add weapon enhancements to it.
 

Stalker0 said:
I believe the fact allows clothing to be enchanted as armor. Afterall, you can put a magic vestment on it, one shouldn't you be able to enchant it?
Because cloths are not armor. If magic vestment did not specify you could cast it on normal cloths, the spell would not work on normal cloths.

Dr. Awkward said:
So do bracers of armour, and they're wondrous items, not armour. You can't make light fortification bracers of armour.
A wotc splat book allowed this, though i don't remember which.
 


frankthedm said:
A wotc splat book allowed this, though i don't remember which.
That would be the Arms and Equipment Guide.

Same place that gave us the cost guidelines for magic items that grant access to feats.

Anyway, in regard of the enchanted clothing argument: Robes (and possibly by extension other overgarments) occupy the same item space as a suit of armor. While a normal suit of clothes might not be enchantable as armor, instead falling more into the shirt/vest/etc area, I don't see why a robe, jacket, or other top garment that takes up the armor space shouldn't be armorable.
 


Dr. Awkward said:
Wouldn't that be Survival? As in, the DC 15 check to grant a +2 bonus to Fortitude saves against severe weather.
Well, the masterwork tool says "if any", so it's not necessary to find a skill it applies to. But, note that you'll be far better off with a cold weather outfit.
SRD said:
Cold Weather Outfit
A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
 

Dr. Awkward said:
Wouldn't that be Survival? As in, the DC 15 check to grant a +2 bonus to Fortitude saves against severe weather.
I'd say masterwork cold weather clothing helps the save 2 points or allows one to take 10 on that save. I's say this cost is +50 gp as a masterwork tool is. IMC The extra cost to make clothing suitable for enchancement would be the same as armor [+150 gp].

Cold Weather Outfit
A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Cold Dangers
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well.

In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.


Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.
 
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