Adventurer's Vault... I'm surprised!

I heart Adventurer's Vault.

Did anyone else notice that there's at least one cursed magic item in there? (bonegrim armor, in case you're curious)

There might be more, but I've only read through the magic armors in detail (I have flipped through the rest of the book though).
 

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If anyone's interested, I've got a spreadsheet with all the items from it here. I was impressed by the sheer number of them.

I'm also really fond of alchemical items. Not as fond of the level 1+ magic items which compete with regular Magic Weapon/Armor/etc. I'm a bit hesitant about the new alternate armor types, too, which give bonuses to defenses... It seems to me that defense bonuses are supposed to be on neck items, and we're inching towards the third edition paradigm where you can get a bunch of bonuses from a bunch of items...
 

I jump around. It arrived with my copy of the FRPG. They go great together. So much new stuff.
I love the Throwing Shield. I'm thinking about that being the "artifact" for the next Genasi enemy I throw at my players. Maybe it'll have a large star on it surrounded by red and blue...
The best part about it is that it's another normal, at-will attack option. And it doesn't suck!
 

As the author of the first draft of the throwing shield (which grew out of things I wrote for d20 Spectaculars and never saw use until now), I have to say I love the illustration for it.

I foresee much use of it in my own games.
 

Crap. I really hadn't wanted to purchase this, but apparently it has all sorts of useful material in it.

I'll try to hold off. I don't care about most magic items, and I'd hate to buy the book for just the scaling magical items and the rituals. Maybe I can borrow it from someone else.

Does the book have any "build enabling" items? You know, stuff that takes a build or a multiclass that wouldn't normally be viable, and makes it balanced? 3e did this a bit.
 




As the author of the first draft of the throwing shield (which grew out of things I wrote for d20 Spectaculars and never saw use until now), I have to say I love the illustration for it.

I foresee much use of it in my own games.

What, the illustration? "Yeah, okay, he's a famous armorer, but does his logo really have to be a dude hitting a goblin in the junk? It was kind of funny the first few times but now it's just getting old."

Crap. I really hadn't wanted to purchase this, but apparently it has all sorts of useful material in it.

I'll try to hold off. I don't care about most magic items, and I'd hate to buy the book for just the scaling magical items and the rituals. Maybe I can borrow it from someone else.

Does the book have any "build enabling" items? You know, stuff that takes a build or a multiclass that wouldn't normally be viable, and makes it balanced? 3e did this a bit.

Well, there's something that makes the Hex Hammer (Con-warlock, crank up con, use hammer rhythm) a little more powerful, and there are the Throwing Shield and Farslayer enchantments for martial characters who fancy the occasional range attack but don't want to use Quick Draw for it, often because they have a shield in the other hand. The "mage's" enchantment makes it a little easier for a character who started out wizard or warlock and splashed, say, paladin or swordmage to pick up a new weapon without dropping a feat on weapon proficiency, since it not only works if you know how to swing a dagger but can let you burn an encounter spell to recharge an encounter exploit of lesser or much lesser value.

But I didn't see anything that might make something viable when it wasn't before because of, say, a stat mismatch. There's much less worry about things like spell level and attack bonus in 4E multiclassing, as I'm sure you know, so magic items don't address those specifically. There are some "it's a weapon and an implement" enchantments to reduce total gear cost, but given that you can generally get 5 +N weapons for the cost of 1 +(N+1) weapon that's not much of a penalty.
 

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