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I would play it this way:

Since you are playing everything is DR instead of actual armor, then the DR 4 (from natural) and the DR 3 from the +2 adamantine would give DR 7/-. The fact of being a werewolf grants DR 10/silver. I would list the two side by side. The armor is on the outer layer, so anything hitting the werewolf has to go through the armor, therefore it takes 3 off of the top of everything. The natural armor also takes 4 off of the top of everything, for a combined total of 7. Whatever is left is then DR 10/silver. Ergo if that specific werewolf gets hit with a silver weapon, the first 7 points are eaten and then the remainder damages the werewolf accordingly, since silver bypasses the DR 10/Silver, but nothing bypasses the DR 7/-. An ethereal/incorporeal attack would bypass the armor and natural armor. Anything else is effectively DR 17/-.


The travel domain provides an untyped speed bonus of +10 feet. For a cleric of the travel domain wearing heavy armor is the +10 movement bonus added after the speed penalty for the armor is established? Are there rules in place for creatures with a base move of greater than 30 feet wearing heavy armor? What if, for instance, there was a creature with a movement rate of 60. What would heavy armor do to them, simply lower their move speed to 40?