RE: Pharaoh's Periapt of Pestilence critique by Nicolas Quimby:
Nicolas Quimby wrote:
This is super-niche, yea, and I feel like it does too many things within that nitch-ey space. You have three effects, all of which have completely different (somewhat complicated) mechanics, one of which is redundant with the item's constant effect, and all of which boil down to "your diseases happen faster". This would be okay if we were dealing with, say, attack rolls ("1 charge- +2 damage, 2 charges- +2 attack, 3 charges: double crit range"; all boils down to "you hurt them more"), but attack rolls are more central to the system. One elective way to make your diseases stronger is probably enough for one item.
It does too much things now that I look back, yeah. My idea was, that due its niche nature, I should at least make sure it covered the niche well, but this backfired. Especially as it does some stuff that's really not all that interesting from a mechanical point of view (DC increase, empowered ability damage), or is kind of redundant (halving the frequency...again). In fact, it likely drags the overall quality down. Even if all mechanical effects would be interesting though, I'd think it still wouldn't be a good idea. I did consider having the periapt make the wearer able to bestow diseases if he didn't already have a way to do so to make it a bit less niche, but again, this would have only added to the item doing a lot of things.
Nicolas Quimby wrote:
One direction I might take this item in is to have it boost ANY affliction you cause- that will make a lot more players sit up and pay attention.
I think that's a good idea. From a thematic point of view, it would also be very much appropriate if it would cover both diseases and curses. This ties it into the curse of the Pharaoh concept and also that Mummy Rot is both a disease and a curse. It certainly could cover poisons too, although then it would need to be refluffed.
Nicolas Quimby wrote:
Another would be to keep one or two of the disease-enhancing effects (probably the 'failed treatment' effect; that's pretty devious), but then come up with a secondary power that does something different-but-complimentary, like giving you some sort of power over creatures suffering from diseases that you've caused, or improving your ability scores as those of your victims deteriorate.
This is also an interesting suggestion. The control example fits well with the concept of a Pharaoh. With some added fluff, the concept of the wearer benefiting from the suffering of his victims; is a nice way to explain how a ruler could seemingly remain fit and healthy throughout the ages.
Nicolas Quimby wrote:
Also, yea, super freaking expensive.
Quite. While an item that can more easily cause a (more lethal) plague is scary, I should have kept in mind that there are far more cost effective ways to do so. Scribing several scrolls of contagion, for instance.
I imagine that the biggest problem of the item is simply that it's incredibly niche. It's not just an item for a villain, but also an item that is for a villain that happens to be able to spread diseases. Pricing is probably off too; towards the end I still couldn't really decide on what the right price would be. I was leaning leaning towards the current price being too expensive, but also considered that it can be used to infest a region with plague. I figure the grammar might also be awkward.
Pharaoh's Periapt of Pestilence:
Pharaoh's Periapt of Pestilence Aura strong necromancy [evil]; CL 11th
Slot neck; Price 110,000 gp; Weight 1 lb.
Description
This amulet appears to be a necklace made of solid gold, which is clasped by six mummified index fingers. While worn, all diseases spread by the wearer no longer have an onset period and their frequency is halved.
Additionally, the wearer of the amulet can expend one or more charges to augment his diseases. When expending one charge, the wearer can add +2 to the DC of their diseases. When expending two charges, he can halve the frequency of the diseases once more, can empower the effect of the disease (typically increasing its ability damage by 50%) or can have one successful save not add to the amount of consecutive saves needed to cure the disease. When expending four charges, the first attempt to remove the disease always fails (such as through the remove disease spell or a successful heal check); seemingly making the treatment look ineffective. Each enhancement to the disease lasts for 24 hours. Multiple effects can be combined, but the same effect can not be applied more than once. Expending one or more charges takes a swift action. Expending a charge causes one of the mummified fingers to slowly rot off almost entirely; leaving little more than a fingertip clinging onto the necklace and the putrid stench of decay.
A Pharaoh's Periapt of Pestilence has six charges. A single mummified finger regrows every week, allowing the wearer to expend another charge.
Construction Requirements Craft Wondrous Item, Empower Spell, Heighten Spell, contagion, creator must be evil; Cost 55,000 gp.
Well, I have a rough draft completed and written to pdf. If anyone wants to check it out, just let me know. I'll be more than happy to email a copy for your perusal.
I'd say let them stack. At the very least, there should be SOME point in having both of them. Even if you'd rather not increase threat ranges further, you could add bonus damage on a successful crit. For instance, you could say that if you have both; your /base/ damage is multiplied again. So somebody with imp crit and keen wielding a (medium) sized longsword, would deal 2d8 extra damage. A scythe user would deal 8d4 extra damage. Etc. I didn't give this much thought though, so perhaps this is entirely unbalanced. Anyway...
As has already been pointed out, it's imperative to keep in mind that to actually crit; you effectively need to hit your target's ac /twice/. Not that easy if your already rolling a 12 or 13 to start with, particularly on iterative attacks. Admittedly, there's still the effects that trigger on critical hits. Well, I'd say this is an issue with those effects; not with keen/imp crit stacking. In fact, it's already an issue in the base game; keen/imp crit stacking only makes it worse. Personally, I'd have such effects(like the critical focus feats)only trigger on criticals made on a 20, 19(improved critical and/or keen) and 18(if both).
Well, more or less. This is a LE paladin conversion of the pathfinder Paladin and, for the most part, just has most abilties inverted. Although, this paladin is actually about being Evil /and/ Lawful, not just Evil.
As Paladin with the following changes:
Alignment: Lawful Evil
Class Skills: Remove Diplomacy, add Intimidate.
Class Features:
Aura of Evil and Law(Ex): The power of a paladin's aura of evil and law(see the detect evil/law spell) is equal to her paladin level.
Detect Chaos/Good(Sp): At will, a paladin can use detect chaos or detect chaos, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic or good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect chaos or good in any other object or individual within range. While the Paladin can detect good and chaos; he can not do both at the same time.
Smite Chaos/Good: As smite evil, except that it applies for chaos/good. Each time the paladin gains a use of smite, he picks if it's a smite good or smite chaos.
Smites do double damage to outsiders, dragons and fey of the appropriate alignment.
Deadly Touch(Su): Beginning at 2nd level, a paladin can heal undead by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this power to deal damage to the living, dealing 1d6 points of damage for every two levels the paladin possesses. Using deadly touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The living do not receive a saving throw against this damage.
Aura of Dread (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each enemy within 10 feet of her gains a -4 morale penalty on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Cruelty (Su): At 3rd level, and every three levels thereafter, a paladin can select one cruelty. Each cruelty adds an effect to the paladin's deadly touch ability. Whenever the paladin uses deadly touch to inflict damage to one target, the target also receives the additional effects from all of the cruelties possessed by the paladin. A cruelty lasts for 1/round a paladin level and the victim may make a single fortitude saving throw at a DC of 10+1/2 Paladin Level+Paladin's Charisma Modifier to avoid becoming affected.
At 3rd level, the paladin can select from the following initial cruelties.
• Fatigued: The target becomes fatigued.
• Shaken: The target becomes shaken.
• Sickened: The target becomes sickened.
At 6th level, a paladin adds the following cruelties to the list of those that can be selected.
• Dazed: The target becomes dazed.
• Diseased: The paladin's deadly touch ability also acts as contagion, using the paladin's level as the caster level for the duration.
• Staggered: The target becomes staggered.
At 9th level, a paladin adds the following cruelties to the list of those that can be selected.
• Cursed: The paladin's deadly touch ability also acts as bestow curse, using the paladin's level as the caster level for the duration.
• Exhausted: The target is becomes exhausted. The paladin must have the fatigue mercy before selecting this mercy.
• Frightened: The target becomes frightened. The paladin must have the shaken mercy before selecting this mercy.
• Nauseated: The target becomes nauseated. The paladin must have the sickened mercy before selecting this mercy.
• Poisoned: The paladin's deadly touch ability also acts as poison, using the paladin's level as the caster level for the duration.
At 12th level, a paladin adds the following cruelties to the list of those that can be selected.
• Blinded: The target becomes blinded.
• Deafened: The target becomes deafened.
• Paralyzed: The target becomes paralyzed.
• Stunned: The target becomes stunned.
These abilities are cumulative. For example, a 12th-level paladin's deadly touch ability deals 6d6 points of damage and might also cause shaken and exhausted conditions as well as bestowing a disease and inflicting a poison. Once a condition or spell effect is chosen, it can't be changed.
Channel Negative Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her deadly touch ability. A paladin uses her level as her effective cleric level when channelling negative energy. This is a Charisma-based ability.
Divine Bond(Su):
As paladin, with the following weapon properties: axiomatic, brilliant energy, defending, flaming, flaming burst, keen, speed, unholy and wounding.
Aura of Manipulation(Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale penalty on saving throws against charm effects.
Aura of Oppression(Su): At 11th level, a paladin can expend two uses of her smite chaos/good ability to grant the ability to smite good/chaos to all allies within 10 feet, using her bonuses. Allies must use this smite ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Good or Chaotic creatures gain no benefit from this ability(depends on the smite).
Aura of Faith (Su): At 14th level, a paladin's weapons are treated as evil or lawful aligned(paladin's choice; can not be changed at any point) for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as evil or lawful-aligned for the purposes of overcoming damage reduction.
Aura of Tyranny(Su): At 17th level, a paladin gains DR 5/good or law(same choice as aura of faith) and immunity to compulsion spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale penalty on saving throws against compulsion effects.
Unholy Champion(Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/(same alignment as picked for Aura of Faith). Whenever she uses smite chaos/good and successfully strikes an chaotic/good outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels negative energy or uses deadly touch to hurt a creature, she inflict the maximum possible amount of damage.
Paladin Spells
1st-Level Paladin Spells Alarm, align weapon(lawful or evil), cause fear, charm person, command, align water, detect poison, divine favor, endure elements, magic weapon, protection from chaos/good, read magic, resistance, virtue
2nd-Level Paladin Spells Bull's strength, eagle's splendour, enthrall, owl's wisdom, hold person, resist energy, status, suggestion, undetectable alignment, zone of truth
3rd-Level Paladin Spells charm monster, crushing despair, darkvision, darkness, discern lies, dispel magic, greater magic weapon, inflict moderate wounds, lesser geas, magic circle against chaos/good, prayer
4th-Level Paladin Spells break enchantment, death ward, dispel chaos/law, dominate person, hold monster, inflict serious wounds, mark of justice, fear, unholy sword(or axiomatic)
Notes:
Obviously used the Pathfinder Paladin and SRD Paladin of Tyranny as a base. Used the Despot(Dragon 312)spell list as the base for this spell-list.
I decided to go with a fortitude save for the cruelties, as, ultimately, all effects are caused by negative energy.
As Deathless isn't really an opinion, I replaced undead with fey. I think fey is thematically a fairly good fit; as I don't really see tyrants and fey getting along most of the time.
Again, I know it's not very original and mostly consisted of me inverting abilties, but that's pretty much my intent.
I wouldn't mind seeing six or seven different variants on an assassin. Different methods, etc. I say variants because if I suggest PrClasses, I suspect I'd be lynched by the, "barbarians, rangers, and paladins are just fighters," crowd.
Pretty much agreed; there are a lot of potential assassin types, especially in DND. Snipers, poisoners, stranglers, arcane, divine(...Black Flame Zealot was rather cool thematically), ''brute force''...the list goes on and on. I don't think it's really possible to get it all into on one Prestige Class and that your best off looking at the ''regular'' assassin as a sort of generalist.
Are you looking for a setting specific role, of are you just trying to have a generic mechanic for a hired stealthy killer?
Just a generic professional killer PrC, nothing campaign specific. The campaign will take place in Golarion and thus there's already the Red Mantis Assassin PrC too. Incidently, this also gives me another argument why I don't want to have the regular assassin to have spells; else it would be too similiar to the Red Mantis assassin.
I assume your goal is to make assassins competitive with rogues?
I suppose you could say that, as the default pathfinder rogue is more capable on average than the default pathfinder assassin; even in his own field.
Bitter Thorn wrote:
Why evasion at 2nd level? Won't most everyone going into the assassin PrC already have evasion?
Certainly, I imagine most would already have evasion in the first place. However, in the case of fighters and rangers(for instance), it's a nice extra.
Bitter Thorn wrote:
What role do you see assassins filling in your game that rogues do not?
Nothing is preventing rogues from copying assassins really. But overall; assassins specialise in murder, where as rogues are less specialised and more rounded.
Kirth Gersen wrote:
I know a lot of people disliked assassins having spells, and that's OK, but without them I seriously don't see the need for a prestige class at all now. It seems to me that if we just introduced a few new rogue talents:
Regular talents - hide in plain sight, hidden weapons, poison use;
Advanced talents - death attack, quiet death, swift death;
Then the entire assassin "prestige class" would be thereby neatly subsumed into the core rogue (except for a few random save bonuses against poison). I have to admit that, to me, it seems more than a trifle clunky to introduce an entire prestige class whose "class features" are mechanically nothing more than a few new rogue talents.
Perhaps; just as Shadowdancers mostly could be subsumed into the core rogue as well. But I have no desire to do either. I want to keep them as Prestige Classes; one of my reasons being that taking PrC's tends to work better than just multi-classing.
Hello all. I personally found the revised assassin of Pathfinder kind of weak; even to the extent of not even being better than the 3.5 Assassin (despite that rogues /are/ definitely better than in 3.5).
So, I was thinking of giving the class an easy,plain and quick upgrade for in my game.
Assassin
As written in the Pathfinder Roleplaying Game, with the following changes:
*Skill Points at Each Level: 6 + Int modifier
Evasion: an assassin gains the evasion ability at level 2.
Every two levels(2,4,6,8,10), an assassin may pick an assassin talent. The following talents are available:
Bleeding Attack(as Rogue)
Combat Trick(as Rogue)
Fast Stealth(as Rogue)
Ledge Walker(as Rogue)
Quick Disable(as Rogue)
Slow Reactions(as Rogue)
Surprise Attacks(as Rogue)
Bonus Metapoison Feat
Obviously, the list could be expanded to have actual assassin only talents...but that's not why I'm posting. For the record, Metapoison feats are from Poisoncraft:The Dark Art accessory(and work mostly the way you'd expect). I also considered giving them Crippling Strike at some point, but thought that might be a bit too much.
Thoughts? Is it good right now, still too weak or even overpowered?
Hello all. I certainly hope I didn't miss a topic that already covered this...
I'm interested in intergrating Golarion into Planescape. As Planescape is the ''dominant'' setting(and also bigger), it's nearly exclusively a matter adapting of Golarion to Planescape. This entitles that Golarion uses the Great Wheel. Obviously, this means that the realms of all Golarion gods need to move into planes part of the Great Wheel.
Generally speaking, I looked at the flavour of the god in question, the locations of somewhat similiar gods and also the flavour of the planes and layers in question. I'll only explain the ones with question marks in detail(for now).
Gorum: I placed Gorum in Limbo because....well, mostly due that Tempus also has his realm there. Intititally wanted to go with Ysgard before I noticed that though.
Lamashtu: Placing her in the Abyss seems fairly obvious to me. I'm inclined to say that she should have her own layer, as she's a god and even has ''Queen of Demons'' as one of her titles.
Nethys: Outlands for a lack of better place. Any alternatives don't spring to mind, due his dual nature.
Norgorber: Both places seem fairly appropiate thematically and also have gods that are somewhat similiar(Mask and Nerull). If I'd place him in Carceri, I'd go with Colothys for...again, no particular reason short of there being an other god of thievery (Vhaeraun).
Rovagug: Pandemonium seems thematically speaking the appropiat, Cocytus in particular due that he is imprisoned and his association with weather.
Sarenrae: Simply thematically appropaite. Pelor's Realm is also here.
Shelyn: Perhaps on Arvandor due relatively high concentration of godesses of beauty?
Torag: Fits conceptually and also because it's where Moradin resides.
Urgathoa: Lack of better. Isn't too shabby though, considering the tendency of the negative energy plane to''devour'' nearly everything anything that is alive.
Brigh: Mechanus seems to fit, although her alignment is TN, not LN. Any other possibilties? Outlands for lack of a better?
Besmara: For lack of a better, mostly. Also not too inclined to throw her into the Elemental Plane of Water, just because she's a pirate.
Ghlaunder: Oinos appears to fit due the rampant diseases on it. However, his Chaotic Evil alignment makes me somewhat unsure.
Groetus: Pandemonium might fit because of his insane nature, although looking at his actual portfolios; there might be something more fitting.
Gyronna: Nilfheim might fit or some layer in the Abyss with...forests. Because, you know, the whole dark forest theme related to witches? Anyway... It also kind of depends on her relation with Cegilune. If decent, she could also be placed in Pluton.
Hanspur: Lack of better.
Naderi:I have no clue. At all. Can't think of anything that seems even remotely appropiate(..well, there's always the Outlands...).
Sivanah: Lack of better.
The racial deities don't have much of priority for me, so I didn't list them.
In due time, I also plan to more or less would like to set up a brief overview of the relations between the gods of Golarion and others.
I also can't help but feel that I'm missing something...is there anything else part of Golarion Campaign Setting that needs to be altered to fit with Planescape?
Comments and suggestions are welcome!
It should be noted that I also posted this topic on the Planewalker forums.
If you would be so kind to also give me feedback on this item...:
Mohrg Tongue Cocktail
Aura faint necromancy; CL 5th
Slot —; Price 750 gp; Weight -
Description
This bottle holds a thick, dark-purple liquid and is supposedly distilled from a ground Mohrg's tongue. The taste is utterly revolting and most will be inclined to immediately expel the liquid. Anybody attempting to swallow the vile cocktail, needs to make a DC 12 will save to succeed. When consumed, the drinker is required to make a DC 17 fortitude save or become sickened and take 1d2 points of temporary Dexterity damage.
Once the creature's stomach acid chemically reacts with the fluid, it's special properties soon surface. As a move action in the next round, the character may regurgitate up to five feet away. Those hit by the vomit, have to make a DC 17 fortitude save or become paralysed for 1d3+1 rounds and sickened for 1 minute. This also applies for the consumer each round (non-cumulative), if he does not eject the liquid after the initial round. If it isn't thrown up after three rounds, the elixir's power is expended.
Construction Requirements Craft Wondrous Item, Gentle Repose, Ghoul Touch, creator must have 5 ranks in the Craft (alchemy) skill; Cost 375 gp
My personal notes:
1: First thing I noticed after looking it over myself after the winners were announced, is that's it's just a glorified spell in a can. I can't believe I missed something that obvious; especially considering that I listed the spell myself. Ah well. Guess that's what happens if you start only two days before the deadline.
2: It just might not be special enough.
3: Saves require capitalisation.
So I recently read a bit about about the Pathfinder solar system in ''Children of the Void''(part 2 of Second Darkness)and noticed that little bit about the ''Shobhad-neh''. As I'm a bit of a sucker for militaristic, LE warmongering races; consider me intrigued.
I immediately thought of them as some sort of red, insectile creatures, although that's probably wrong. Would any writers be willing(and allowed)to shed some more light on them, and is there any estimation on when/if they will make an appearance?
I'm currently also extremely torn on which item to submit of the two I made.I like them both a lot. My friends aren't helping much either, as they are pretty much split on which item is cooler.
Item I has as main advantage, that it focuses on an ability that often has little impact on PC's and changes it to be far more relevant/dangerous for them . And hypothetically speaking, if it would be accepted; it would tie in extremely well with my villain concept. The main weak point of the item, is that it's pretty much a villain/evil party only item. It's fairly original, although it could be a bit more creative. Finally, it's kind of useless of the creature does not have the abilties the item augments.
Item II has as main advantage, that it is quite creative and has some black humour in it. While the effect it provides isn't THAT unique, the flavour and how it's...''activated'' most likely is. I also like that it can be a bit of a double-edged sword.
Both of them do not seem to fall under the Bad Item Stereotypes and, IMHO, the names are good. Item I has a cool(and appropriate) triple alliteration and Item 2 has an amusingly twisted name. Item 1 is fairly mid-high level, while Item 2 is mostly low-level.
Obviously, I can't go into details too much...but do any of you have any suggestions?
I also think Initiative is mostly fine the way it is. The only thing that I'd definitely change for my own games, is the already mentioned concept that all combatants need to declare their actions in ascending order and that the combat round only starts afterwards. This also happens to be used in AssassinX, a delightfully bloody and brutal RPG system.
Beyond that, adding 1/4 or 1/2 of a character's level to Initiative checks
is something that sounds pretty decent, although I think 1/2 would be a bit too much; as I don't see why the ancient wizard would actually react faster than a young and agile rogue.
Definitely not BAB though, as using BAB would imply that a standard paladin can react faster in combat than the standard rogue; never mind when you would compare a dexterous fighter and a default rogue. Size is already in the equation, as small creatures tend to have a higher dexterity modifier than large creatures. Effectively making size matter twice seems unnecessary. Bringing back weapon/spell speed is an interesting idea, although I dislike the advantage it would give "run and gun'' tactics.
Grave Knight sounds pretty good. Beyond everything already mentioned, Death Templar(although, that just might be too similiar to Death Knight) and Tomb Knight are other options.
EDIT: (((Just realised the post before mine was made more than three weeks ago; oh well)))
Fortification is magical. It doesn't care what mundane item you put it on. Now if you were arguing for a mundane version of fortification on heavier armors as an innate ability that stacked with the magical kind (otherwise you again encounter irrelevance over time) we could go somewhere with that.
Then I think the Fortification magical property should be rewritten. Instead of producing a magical force that protects vital areas of the wearer more effectively, it should merely strengthen the already existing protection that an armour offers for the vitals.
As it has been mentioned a few times, there's a general consensus that certain multiclass class builds with monk are overpowered; mainly due the WIS modifier to AC.
But couldn't this simply be fixed by limiting the WIS modifier to AC based on level; similiar to how Canny Defense works for Duellist? Naturally, you are probably best off making itonlyapply for multiclass characters, as to avoid nerfing pure monks while they are low level. On a slightly unrelated note; the same idea should also apply for abilties that are akin to this(Divine Grace).
Then the matter of making armour and shields more useful...
I agree with increased DR, without a doubt. I also like the idea of making criticals harder to confirm on individuals with heavy armour...and on that note, would also alter fortification a bit(or rather, use somebody's else rules on fortification to be entirely precise):
Kain Darkwind wrote:
Fortification
Light - 25% protection vs criticals and related effects. +1
Can go on any armor, including non armor such as bracers of armor.
Moderate - 50% protection. +3.
Can go on medium or heavier armor.
Heavy - 75% protection. +5.
Can go on heavy or heavier armor.
Epic - 100% protection. +7.
Can only go on armors heavier than heavy armor.
Regardless of whether you think Fortification is or isn't worth the price mark tag given, I think most here would agree with the idea that there should be no 100% fortification on breastplates, leather armour and let alone ''clothing''.
Another idea might be to improve Expertise for characters with shields; as long as this is done in such a fashion you don't end up with wizarads using a masterwork buckler to abuse this. Perhaps only have it work with tower shields. For instance, a character using a tower shield with expertise, could decrease his AB by two for an increase of +3(1.5 ratio). Perhaps even make it a 2.0 ratio; but I'm not too sure about that one.
Finally, I would like to remark that characters who want to keep their AC competitive at high levels; really should not be forced to use mithril armour and raise their dexterity score. If they want to trudge in heavy armour and be nigh invulnerable in melee combat but be in serious trouble as soon as they fall in a pit trap filled with water; so be it. Simply put; there should be armour that's beyond heavy. Think of something as the opposite of mithral. While it won't actually decrease the dexterity modifier, it certainly wont increase it. It probably would increase ACP and Arcane Spell Failure and keep some movement speed penalty, but it would increase the armour's base AC value(by +3/+4, for instance).