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*Pathfinder & Starfinder
[Adventurer's Vault] Problematic Items
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<blockquote data-quote="kerbarian" data-source="post: 4488398" data-attributes="member: 40393"><p>It's only available towards the end of epic, but the Opal Ring of Remembrance gives +2 to Intelligence attacks, which I'd think would be more significant than +6 damage.</p><p></p><p>I was definitely surprised by the Bracers of Archery and Iron Armbands of Power, though. I can't think of any other item property that's so universally useful and powerful (aside from the basic enhancements of weapon/armor/neck). They stand out so much that it makes me think it's an intentional bias towards martial characters.</p><p></p><p>A few other items that seemed... not necessarily problematic, but significant:</p><p></p><p>Grasping Weapon (p.70): The rules aren't entirely clear here, but if you can use this to grab at reach 2 (with a nice bonus), that's a significant change to the grab mechanic that makes it much more powerful. The question is whether "You can use this weapon to grab targets" is intended to override the basic grab rule "The creature must be within your melee reach (don't count extra reach from a weapon)." Since they were obviously thinking about reach weapons for this -- grasping weapons can only be polearms or spears -- I would have expected a clearer wording.</p><p></p><p>Veteran's Armor (p.55): This one was mentioned already, but being able to re-use daily powers starting with a level 2 item seems like a pretty big deal. Not necessarily problematic, but it changes the game a bit.</p><p></p><p>Medallion of Death Deferred (p.153): This is significantly lower level (starts at 9) than other items and powers that automatically save you at 0hp. However, it doesn't leave you with a lot of hp.</p><p></p><p>I still think a Dancing Weapon (from the PHB) is one of the most powerful items, though. Assuming you let it dance and then pull out another weapon to fight with, it effectively gives you an extra melee basic attack as a minor action every round until the end of the encounter.</p></blockquote><p></p>
[QUOTE="kerbarian, post: 4488398, member: 40393"] It's only available towards the end of epic, but the Opal Ring of Remembrance gives +2 to Intelligence attacks, which I'd think would be more significant than +6 damage. I was definitely surprised by the Bracers of Archery and Iron Armbands of Power, though. I can't think of any other item property that's so universally useful and powerful (aside from the basic enhancements of weapon/armor/neck). They stand out so much that it makes me think it's an intentional bias towards martial characters. A few other items that seemed... not necessarily problematic, but significant: Grasping Weapon (p.70): The rules aren't entirely clear here, but if you can use this to grab at reach 2 (with a nice bonus), that's a significant change to the grab mechanic that makes it much more powerful. The question is whether "You can use this weapon to grab targets" is intended to override the basic grab rule "The creature must be within your melee reach (don't count extra reach from a weapon)." Since they were obviously thinking about reach weapons for this -- grasping weapons can only be polearms or spears -- I would have expected a clearer wording. Veteran's Armor (p.55): This one was mentioned already, but being able to re-use daily powers starting with a level 2 item seems like a pretty big deal. Not necessarily problematic, but it changes the game a bit. Medallion of Death Deferred (p.153): This is significantly lower level (starts at 9) than other items and powers that automatically save you at 0hp. However, it doesn't leave you with a lot of hp. I still think a Dancing Weapon (from the PHB) is one of the most powerful items, though. Assuming you let it dance and then pull out another weapon to fight with, it effectively gives you an extra melee basic attack as a minor action every round until the end of the encounter. [/QUOTE]
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[Adventurer's Vault] Problematic Items
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