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Dragonhide Armor
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<blockquote data-quote="Treebore" data-source="post: 1932861" data-attributes="member: 10177"><p>I'll probably be called a monty haul powergamer for this, but I don't care. This is what I do. If the player or players want to have a dragon hide they must kill the dragon with as little physical damage as possible. So they had better do as much damage as they can in as few hits as possible or get lucky with a hold monster type of spell and pull off a coup de grace.</p><p>Enough hide is recovered from a creature to create armor for someone one size category smaller than the hide, for every category smaller increase the number of suits that can be made by 1. Example: 1 large can make one medium or two small size suits of armor. </p><p></p><p>To minimize the damage to the hide the attackers must take what is essentially a called shot penalty of -5 to their BAB. This is to reflect their attempt to minimize damage to the overall hide by trying to attack the same areas with every successive attack. </p><p></p><p>Benefits from armor in my game is as follows:</p><p></p><p>Any hide off of any creature provides 1/2 of its natural armor bonus when constructed as mastercraft. It is also classified as leather armor.</p><p></p><p>Enchantment: any resistances the creature had can be enchanted into the newly made armor for half the normal cost and xp, a base +1 enchantment to AC must still be done before any other enchantments may be cast on the hide. However the enhancement bonus is still the same. IE if it is equivelant to a +2 enhancment bonus it still take up 2 slots of enhancement when determining how many enchantments can be cast on the armor, as well as how much its street value would be.</p><p></p><p>So there you have it, my totally unbalanced and game breaking house rules for handling creatures with good natural AC bonuses, not just dragons.</p><p></p><p>Of course the only time I ever found this to be faintly game breaking is when I had a party of characters walking around with +12 Dragon armor. After awhile they quit wearing the armor because they did not like the xp awards being cut down due to the encounters being rated as "easy". Once their AC bonuses came in line with their character level (I believe it was around 12th level) they started wearing it regularly. At least until they ran into a pack of barbarians that specialized in Sundering items/armor.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1932861, member: 10177"] I'll probably be called a monty haul powergamer for this, but I don't care. This is what I do. If the player or players want to have a dragon hide they must kill the dragon with as little physical damage as possible. So they had better do as much damage as they can in as few hits as possible or get lucky with a hold monster type of spell and pull off a coup de grace. Enough hide is recovered from a creature to create armor for someone one size category smaller than the hide, for every category smaller increase the number of suits that can be made by 1. Example: 1 large can make one medium or two small size suits of armor. To minimize the damage to the hide the attackers must take what is essentially a called shot penalty of -5 to their BAB. This is to reflect their attempt to minimize damage to the overall hide by trying to attack the same areas with every successive attack. Benefits from armor in my game is as follows: Any hide off of any creature provides 1/2 of its natural armor bonus when constructed as mastercraft. It is also classified as leather armor. Enchantment: any resistances the creature had can be enchanted into the newly made armor for half the normal cost and xp, a base +1 enchantment to AC must still be done before any other enchantments may be cast on the hide. However the enhancement bonus is still the same. IE if it is equivelant to a +2 enhancment bonus it still take up 2 slots of enhancement when determining how many enchantments can be cast on the armor, as well as how much its street value would be. So there you have it, my totally unbalanced and game breaking house rules for handling creatures with good natural AC bonuses, not just dragons. Of course the only time I ever found this to be faintly game breaking is when I had a party of characters walking around with +12 Dragon armor. After awhile they quit wearing the armor because they did not like the xp awards being cut down due to the encounters being rated as "easy". Once their AC bonuses came in line with their character level (I believe it was around 12th level) they started wearing it regularly. At least until they ran into a pack of barbarians that specialized in Sundering items/armor. [/QUOTE]
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