TEXT: 5 Abilities for DrAgonhiDe Armor
  ithAulletoint
  One Idea. One Page. One Dollar.
  Sometimes RPG rules supplements seem to have as much world setting 
  information as they do game mechanics. While solid world-building is a useful 
  skill, you don’t always need four paragraphs of flavor text to tell you swords are 
  cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM 
  doesn’t want to slog through a page of history for every magic weapon. Sometimes 
  all that’s needed are a few cool ideas, with just enough information to use them in 
  a game. Sometimes, all you need are bullet points.
  #1 With A Bullet Point is a line of very short, cheap PDFs each of which gives 
  the bare bones of a set of related options. It may be five spells, six feats, eight 
  magic weapon special abilities, or any other short set of related rules we can cram 
  into about a page. Short and simple, these PDFs are for GMs and players who 
  know how to integrate new ideas into their campaigns without any hand-holding, 
  and just need fresh ideas and the rules to support them. No in-character fiction 
  setting the game world. No charts and tables. No sidebars of explanations and 
  optional rules. Just one sentence of explanation for the High Concept of the PDF, 
  then bullet points.
  
  2
  The high ConCepT: 
  AbiliTies for DrAgonhiDe Armor
  These armor special abilities are all 
  designed for dragonhide armor–it doesn’t 
  unbalance anything to allow them on other 
  armors, but it’s not as much fun!
  *Discharging: The helm of discharging 
  armor takes the form of a dragon’s head. 
  Once per day, on command, it discharges a 
  breath weapon attack, as the dragon’s breath 
  spell (APG). The effect is based on the type 
  of dragon used to create the armor. The 
  damage of the breath weapon is determined 
  by using the wearer’s HD as the spell’s 
  caster level, and the save DC is equal to 14 
  + the armor wearer’s Constitution modifier.
  Moderate evocation; CL 7th; Craft Magic 
  Arms and Armor, dragon’s breath (APG); 
  Price:+16,800 gp.
  *Fearful: This armor retains some of the 
  fear aura of the dragon it is made from. If 
  you make a full-attack action, score a critical 
  hit, or cast a spell of 1st level or higher you 
  may, as a swift action, make an Intimidate 
  check to demoralize all foes within 60 feet. 
  You may use this ability three times per 
  day. You gain a competence bonus to all 
  Intimidate checks made while wearing the 
  armor (including when using its demoralize 
  ability) based on the level of fearful armor 
  ability (lesser = +5, moderate = +10, greater 
  = +15).
  Moderate enchantment; CL 7th; Craft 
  Magic Arms and Armor, crushing despair; 
  Price:  +6,000 gp (lesser), +17,250 gp 
  (moderate), +36,000 gp (greater).
  *Rending: 
  When 
  you 
  successfully 
  hit the same target with 2 or more melee 
  attacks in the same round, you may also 
  make a single rend attack against that target 
  as a swift action. This is a slashing melee 
  attack that deals 1d8 damage plus one-
  half the wearer’s Strength bonus. The rend 
  attack is considered magic for purposes of 
  penetrating DR, but has no bonus to attack 
  or damage rolls. You may use this ability up 
  to five times per day.
  Moderate transmutation; CL 5th; Craft 
  Magic Arms and Armor, greater magic fang; 
  Price:  +7,500 gp.
  *Whiptail: This armor has a long tail 
  built into it, in the style of the dragon from 
  which it is made, which coils and moves 
  as though alive. The tail works to aid the 
  wearer in numerous minor ways. For 
  lesser armor, it grants +1 to the number 
  of attacks of opportunity the wearer can 
  potentially take each round, and a +5 bonus 
  to Acrobatics, Fly, or Swim checks (each suit 
  of armor grants a bonus to only one of these 
  skills, determined randomly). For moderate 
  whiptail armor the bonuses are +2 attacks of 
  opportunity per round and a +10 competence 
  bonus to the selected skill, and for greater 
  whiptail armor +3 attacks of opportunity 
  per round and a +15 competence bonus to 
  the skill.
  Strong transmutation; CL 11th; Craft 
  Magic Arms and Armor, form of the dragon 
  I Price:  +6,000 gp (lesser), +17,250 gp 
  (moderate), +36,000 gp (greater). 
  *Winged: On command, this armor can 
  sprout a set of draconican wings, allowing 
  the wearer to fly as per the overland flight 
  spell. The wearer may fly for up to seven 
  hours per day. This duration need not be 
  used all at once, but it is expended in one-
  hour increments.
  Strong transmutation; CL 11th; Craft 
  Magic Arms and Armor, overland flight; 
  Price:  +33,000 gp.
  
  3
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  #1 With a Bullet Point: 5 Armor Enhancements for Dragonhide Armor. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens
  Designer:
  Owen K.C. Stephens
  Proofreader:
  Jeremy Miller
  Art:
  Kieran Yanner and the Forge Studios
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Owen K.C. Stephens
  Used with permission.
  
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