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<blockquote data-quote="Spatzimaus" data-source="post: 715154" data-attributes="member: 3051"><p>Stacking clothing with armor has always been a bit touchy in campaigns I've been in. You're wandering through the dungeons, killing monsters, and you find a robe that has some magical effect, and yet the tanks want it to wear over their +5 platemail? I mean first of all, how many pieces of clothing do you know that fit over spikey plate armor?</p><p></p><p>[HOUSE RULE]</p><p></p><p>Personally, I think of clothing as similar to Psychoactive Skins (PsiHB). You can wear several layers, but only the outermost one will actually have its effect. So, it doesn't matter that there are several slots listed here (shirt/vest/armor/robe), only one will apply, and the "Armor" slot is the outermost one.</p><p></p><p>In regards to the original question, I'd rule that you could use Craft Arms & Armor (NOT Wondrous) to enchant a Masterwork robe as if it were armor (requires +1 Enhancement before adding other specials, and everything increases the Market Price modifier.) However, it would now occupy the armor slot, not the robe slot. And, to be consistent with armor, it'd have to cover the majority of your body (long sleeves, hem extends to your feet). Note the Masterwork part.</p><p></p><p>If you wanted to use Craft Wondrous, you follow a different set of rules. No Armor AC bonus, and the usual +100% pricing instead of the Market Price modifiers. No need for Masterwork, either.</p><p></p><p>Robes of the Archmagi are a special case, and IMC require both Craft Wondrous (for the special abilities) and Craft Armor (for the armor bonus and SR)</p><p></p><p>[/HOUSE RULE]</p><p></p><p>Now, you could always argue that ANY slot could be given an Armor AC bonus, like Bracers of Armor have, but then you've really nerfed the Craft Arms & Armor Feat. The same applies for practically any sort of attribute Enhancement bonus. But, we've covered that in other threads.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 715154, member: 3051"] Stacking clothing with armor has always been a bit touchy in campaigns I've been in. You're wandering through the dungeons, killing monsters, and you find a robe that has some magical effect, and yet the tanks want it to wear over their +5 platemail? I mean first of all, how many pieces of clothing do you know that fit over spikey plate armor? [HOUSE RULE] Personally, I think of clothing as similar to Psychoactive Skins (PsiHB). You can wear several layers, but only the outermost one will actually have its effect. So, it doesn't matter that there are several slots listed here (shirt/vest/armor/robe), only one will apply, and the "Armor" slot is the outermost one. In regards to the original question, I'd rule that you could use Craft Arms & Armor (NOT Wondrous) to enchant a Masterwork robe as if it were armor (requires +1 Enhancement before adding other specials, and everything increases the Market Price modifier.) However, it would now occupy the armor slot, not the robe slot. And, to be consistent with armor, it'd have to cover the majority of your body (long sleeves, hem extends to your feet). Note the Masterwork part. If you wanted to use Craft Wondrous, you follow a different set of rules. No Armor AC bonus, and the usual +100% pricing instead of the Market Price modifiers. No need for Masterwork, either. Robes of the Archmagi are a special case, and IMC require both Craft Wondrous (for the special abilities) and Craft Armor (for the armor bonus and SR) [/HOUSE RULE] Now, you could always argue that ANY slot could be given an Armor AC bonus, like Bracers of Armor have, but then you've really nerfed the Craft Arms & Armor Feat. The same applies for practically any sort of attribute Enhancement bonus. But, we've covered that in other threads. [/QUOTE]
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