belt of might? +1 or +2 to all scores


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Fochlucan Lyrist: Str, Dex, Con for archery and melee, Int for skillpoints (bard and survival), Wis for druid spellcasting and Cha for being the most beautiful dude in the world. :D

Any other nice builds?
 






I do not know, but I do know that the dmg actually has it spelled out directly that enhancement bonuses do not. I do not have the book with me to find the page though, sorry.

For the thread as a whole though if a character actually has need of all 6 stats then most likely that character is already behind the curve anyway in power. I have a character right now who uses all 6 stats and I would say overall powerlevel is less than the soulknife in the party. Taking a cut off of the price because most people wont be able to get much use out of more than 3 and because those who can are already a step behind in some ways does not seem like that bad of a thing to me.
 

Ridley's Cohort said:
Balancewise, it usually does not make much sense to add in both "additional power" costs on top of "slot affinity" costs.

It is trivial to just say "Hey, Wizzie! Just add the Str and Dex boost to my Gloves of Storing, you dope!" and same a bunch of lucre.

You call it "Spot on". I call it somebody who probably threw 36,000 gp down the toilet due to an obsession to confrom with an inherently inexact method of cacluating cost.
I happen to hate slot affinity, but it's an official rule. I was just showing that the math was correct. (Although, I don't think there was slot affinity in 3.0; maybe there was, but it wasn't published, only used by the game designers.)
 


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