Antimagic shell (I know, I know ...)

JLXC said:

2. Boots of S&S, the ultimate munchkin toy. Let me tell you that this item does not double Flight speed, or stack with Expeditious Retreat or a High Level Monks move (When it becomes supernatural it no longer effects it) Why? Because we're not as Munchkin as you, and that little problem known as THE RULES.

I agree with 1 and 3.

But the boots do double your flying speed. Feel free to house rule it if you want.
 

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/me shakes his head.

Yes, it's kind of sad that the logical positivists never completed a usable logical language for role-playing. It's english sentences like this that bring the nuts out.

Ahem.

"Boots of Striding and Springing

The wearer of these boots moves at double her normal speed. In addition to this striding ability, these boots allow the wearer to make great leaps..."

May I direct your attention to "this striding ability".

Why do people think that they can get away with this crap?
 

Munchkin Law #1
Everything not expressly forbidden is permissible.

You get this kind of thinking from people who's introduction to 'role playing games' was Magic the Gathering.
 

Orco42 said:


I agree with 1 and 3.

But the boots do double your flying speed. Feel free to house rule it if you want.

There are no house rules involved. NOWHERE in 3E D&D, NOWHERE, does it say that Boots of S&S Double Flight speed. Next you're gonna tell me it doubles Swim and Dig and Climb too. Gimme a break.
 

Darkness said:
Funny expeditious retreat quote for the rules-lawyers:

:o

Yes natural Flight would be effected, but the Fly spell and items that simulate it would NOT. The spell does not "beef up" other spells unless it says it does. It don't.
 

JLXC said:


Yes natural Flight would be effected, but the Fly spell and items that simulate it would NOT. The spell does not "beef up" other spells unless it says it does. It don't.

Alright that I can agree with.

I should have been more clear in my post. I don't think you can (like was done in the example) use it on magical flight. But you can use it on a creature that can normally fly.

I also think it works on creature that can normally dig, climb, or swim.
 
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Orco42 said:


Alright that I can agree with.

I should have been more clear in my post. I don't think you can (like was done in the example) use it on magical flight. But you can use it on a creature that can normally fly.

I also think it works on creature that can normally dig.

Expeditous Retreat DOES work on natural movement rates, it's a spell and it says double speed. I agree with that.

Boots of Striding and Springing is NOT Expeditious Retreat the spell and does Not anywhere say it is. It only covers Ground Speed. The end. That's my point. The spell is more flexible, but the boots last all the time. Trade off's are part of 3E.

Anyone who thinks having Boots of S&S doubles every kind of move you have, including now spells that give you a speed like Fly or Speed Swim, for 6000 gp, I'm sure only 2500gp because of course they missed "THAT" errata, they are a Munchkin Powergamer bend and break the rules for me person, sorry.
 

The charge is a "full charge" - using the power of the double move action


The power of the double move action? why not the power of the greyskull while you are at it?

Sheesh, don't make stuff up. If you charge, you take a double move, period.

Now, if you are sneaky and hasted, you can do a run followed by a partial charge (and even that is somewhat dubious), but since you are under a fly spell, you can't take a run action.

I wonder what domain the power of the double move action would grant to his clerics?

:D

Ancalagon
 

Gromm said:
Antimagic field is the ultimate spell protection, but anything with any melee ability can just walk in and dice up your wizard, so its hardly the ultimate defense, not to mention once its in the field with you , you can't do anything to it.
Image Merlin casts his Antimagic field at one end of the battlefield.
Conan is at the other end, and drinks a potion of fly (or uses any other method of moving quickly thats available at level 13 or so), and moves closer (if not into the antimagic field).
Next round Merlin casts a single spell at someone (possibly Conan), assuming his target isn't taken out...
Conan moves into melee with Merlin. Merlin has an AC of 12 on a good day (assuming Dex 14 or so). Conan has a BAB +13, +6 Str (Raging), +1 MW weapon, so moves in and attacks Merlin repeatedly with a +8 Power Attack, or worse yet grapples Merlin and crushes him to death with his superior Str and 3 attacks a round.
Merlin's defense?
Drop his antimagic field and try to escape alive.

Its a good defense, but its VERY vulnerable to any character with more melee ability than the Wizard (which is just about everybody in a magicless environment).



Okay I'll bite. If AMF worked this way in our games my Sorceror would be nigh invincible. Why you ask... well

I have a spell called Zone of Speed (Book of Eldritch Might). It is a 20' diameter that when cast I set the maximum speed allowed within it. I have Widen Spell, so it is a 30' diameter (15' radius). Thus I could cast this spell, set the speed to say 1'/round, then AMF (10' raduis). Nothing could reach me physically, and no spells could touch me. If I really need to escape I step into the Zone and cast Dimension Door. Top that cheese.

Wait I just did with the prep casting of another spell Spellmaster (Book of Eldritch Might 2). With this spell already up when I cast AMF I can designate targets that aren't affected. So I could designate myself to be unaffected, keep my buffs and magic items, I can also increase the area of Zone of Speed by another 50% to a 20' radius thus further slowing mine enemies...

Now top that CHEESE!

Hmmm, now when I get to 5 level War Wizard of Cormyr...
 
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