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[Adventurer's Vault] Problematic Items
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<blockquote data-quote="Hambot" data-source="post: 4603033" data-attributes="member: 61484"><p>Wow I thought the bracers that added +2 or +4 or +6 extra damage to all melee or ranged attacks made wizards sad sad puppies. Until I read through the whole book and saw</p><p></p><p>Staff of Ruin</p><p>lvl 3 +1 up to lvl 28 +6</p><p></p><p>enhancement to attack and damage rolls</p><p>critical +1d10 per plus</p><p></p><p>Property: In addition to the normal enhancement bonus, add the staff's enhancement bonus to damage rolls as an item bonus.</p><p></p><p>So the level 3 staff is +1 to hit and +2 damage to all wizard attacks, pretty cool. But the lvl 13 is +3 to hit and +6 damage to each attack, giving casters similar boosts to the no brainer arms slot equipment. This gives wizards quite the damage boost if they are targeting 2 creatures/shot. The lvl 28 +6 to hit and +12 to damage seems pretty cool, if you can get 2-3 monsters in a daily area of effect. Still, by then the monsters have such mondo powers they tend to daze you by glancing in your general direction so it may all balance out in the end.</p><p></p><p></p><p>Also there was one item somewhere in the book that dealt ongoing damage with no (save ends). Can't find it now though.</p></blockquote><p></p>
[QUOTE="Hambot, post: 4603033, member: 61484"] Wow I thought the bracers that added +2 or +4 or +6 extra damage to all melee or ranged attacks made wizards sad sad puppies. Until I read through the whole book and saw Staff of Ruin lvl 3 +1 up to lvl 28 +6 enhancement to attack and damage rolls critical +1d10 per plus Property: In addition to the normal enhancement bonus, add the staff's enhancement bonus to damage rolls as an item bonus. So the level 3 staff is +1 to hit and +2 damage to all wizard attacks, pretty cool. But the lvl 13 is +3 to hit and +6 damage to each attack, giving casters similar boosts to the no brainer arms slot equipment. This gives wizards quite the damage boost if they are targeting 2 creatures/shot. The lvl 28 +6 to hit and +12 to damage seems pretty cool, if you can get 2-3 monsters in a daily area of effect. Still, by then the monsters have such mondo powers they tend to daze you by glancing in your general direction so it may all balance out in the end. Also there was one item somewhere in the book that dealt ongoing damage with no (save ends). Can't find it now though. [/QUOTE]
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