The key word there is also. Think about it. With the PHB powers, the descriptor is X + Y. The Bazaar powers very well likely are Y instead of X.I did notice that it looks like all of the staff descriptions have a typo - PHB always describes the power as "When you use a power with X, do Y also" - Bazaar article says "When you would use a power with X, do Y".
The key word there is also. Think about it. With the PHB powers, the descriptor is X + Y. The Bazaar powers very well likely are Y instead of X.
That's the way I understood it ... it does seem like a huge total bonus. Does this seem wrong to people? SHould I add it to the list?
It's level 29 epic armor that kinda makes you immune to one fear effect per day, if you use one of your daily item slots for it. It doesn't seem unbalanced at all.
If it were constant, or usable repeatedly, then maybe it would be. That would depend on the amount of fear effects that allow saves which appear in the campaign.
Agreed, assuming it is intentional. However since this is a new application of the rule about immediate actions only being able to be take during an opponents turn, I think a side bar would be a good idea. It should remind people about the limitation using on immediate action on your turn and give an example of how these weapons power are meant to be used. For example Impaling Weapon could be used with a Readied Attack, or Commander's Strike, not just an opportunity attack.
That part of the rules isn't new. You've never been able to use immediate actions during your turn.
v3.5 SRD said:Immediate Actions
Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time — even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.
Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.
That part of the rules isn't new. You've never been able to use immediate actions during your turn.
The rules itself is still very clear about immediate actions.
The only new part is having it as a requirement for a weapon ability.
Whether or not the rules of immediate actions where intended to be used in conjunction with items is really what's in question and whether or not these items have been balanced with other items of similar power with it's limited use in mind.
As for why it's an immediate interrupt that's part of the current discussion as this hasn't been done with past items. If an item is more powerful than typical items its level I could see this being a good way to balance it. If they're merely equivalent it seems like something that should be scaled upwards.