Doc_Outlands |
So we have giant crabs with armored exoskeletons. But what about hermit crabs that lack the natural armor and have to hide inside something? Would it be counted as a bonus to AC or would it be an object you have to destroy before getting to the soft vermin inside? What if I made my hermit crab familiar an adamantine or mithril seashell home for special qualities? What if the PCs encounter one inside a helm of teleportation?
Pheoran Armiez |
This is modified from the hedgehog familiar.
Shell Defense (Ex): As a move action, a hermit crab can withdrawl into its shell. While withdrawn, it gains a +1 enhancement bonus to its existing natural armor and it gains DR 2/bludgeoning. While withdrawn, a hermit crab cannot take any action other than leaving this state. The hermit crab can leave this state as a move action.
Shell Properties
A character with the Craft (armor) skill can craft shells out of or partially out of special materials for a hermit crab that grant additional benefits.
Mithril
A mithril shell grants a hermit crab using it an additional +1 enhancement bonus to its existing natural armor, and using or leaving Shell Defense is a swift action.
Adamantine
An adamantine shell grants a hermit crab using it DR 2/- when using Shell Defense, but the hermit crab's base speed is reduced by 5 feet (minimum 5 feet) while wearing it.
Just some ideas.