SUPERnatural armour?
Hi all,
somehow managed to contract the flu (or at least a bad cold) over the weekend - fortunately it hasn't impeded my progress.
Anyway, I wanted to ask peoples opinions on a matter. As you may or may not know the WPS rewrites (or advocates changing) a few of the Core Rules, notably: the Vorpal weapon special ability; applying Resilience to Golems; Challenge Ratings above 20; Fort saving throw for the Harm spell and Armour Maximum Dexterity Bonus (see below for more on this last point).
To that list I am considering also changing Natural Armour as follows:
Firstly my reasoning is that Natural Armour is often (seemingly) confused with SUPERnatural armour.
Take an outsider such as a Succubus. Its actual skin is not naturally tough, but rather SUPERnaturally tough. Likewise with most celestials including the Solar.
My suggestion is that Natural Armour and Supernatural Armour be seperated.
eg. A Pit Fiend would have Natural Armour +7 and Supernatural Armour +13 (equal to its Hit Dice).
Okay, up to this point your thinking so what, its still got the same AC.
Well, the difference is twofold.
- Supernatural Armour ceases to function within an anti-magic field.
- Natural Armour reduces the creatures Dexterity by a like amount (Minimum 10)*
*This is the same as Armour except that there is no minimum (someone with Dex 12 wearing Full Plate will be treated as if having Dex 4)
So how would you apply this addendum, simple.
Firstly the rule only need apply to Outsiders.
Start with Base Natural Armour
eg#1. Pit Fiend NA +20
1. Outsiders have a Supernatural Armour equal to their HD.
eg#1. Pit Fiend has Supernatural Armour +13
2. Subtract SnA from original NA.
eg#1. 20 - 13 = 7, Pit Fiend has Natural Armour +7
Reduce its Dex by 7 (Minimum 10)
If the Outsider has higher NA than its Hit Dice x2 (ie. Lantern Archon) then the remainder is added as a Dex bonus.
eg.#2 Lantern Archon NA +4 (1HD)
Supernatural Armour +1
Natural Armour +1
Dexterity +4 (+2 bonus)
Any comments!?