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*Pathfinder & Starfinder
Bloodcut Armor - Overpowered? Or am I playing it wrong?
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<blockquote data-quote="babinro" data-source="post: 4451165" data-attributes="member: 67482"><p>The armor is below from the PHB: Bloodcut Armor Level 4+ This armor has a crimson tinge that flares blood red when its power is activated. Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Armor: Leather, Hide Enhancement: AC Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Level 14 or 19: Resist 15 to all damage. Level 24 or 29: Resist 20 to all damage. We've been using it in this manor. The fighter becomes bloodied, on his turn he uses a minor action and one of his 10 healing surges to gain resist 10 with his level 9 Bloodcut armor. This lasts until the end of his next turn... The fighter's next turn comes around, and he expends a second healing surge to continue this effect once again. In effect, he could do this until he runs out of healing surges. Is this correct? If so, to me it is over powered. Most enemies so far barely surpass 10 damage unless they roll particularly well. This also completely nullifies all ongoing damage effects as that damage is separated from its initial source. In my game, the fighter was getting crushed by an Ocher Jelly, it eventually split and both halves could effectively not damage the fighter for 10 rounds..easily sufficient enough for the fighter to both hold the choke point and crush the elite monster while other party members attacked from range. If we are playing this right, it seems to me this armor is far superior to just about any other heroic/paragon armor out there..and probably still better than the epic ones since the resist amount improves as the armor does.</p></blockquote><p></p>
[QUOTE="babinro, post: 4451165, member: 67482"] The armor is below from the PHB: Bloodcut Armor Level 4+ This armor has a crimson tinge that flares blood red when its power is activated. Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Armor: Leather, Hide Enhancement: AC Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Level 14 or 19: Resist 15 to all damage. Level 24 or 29: Resist 20 to all damage. We've been using it in this manor. The fighter becomes bloodied, on his turn he uses a minor action and one of his 10 healing surges to gain resist 10 with his level 9 Bloodcut armor. This lasts until the end of his next turn... The fighter's next turn comes around, and he expends a second healing surge to continue this effect once again. In effect, he could do this until he runs out of healing surges. Is this correct? If so, to me it is over powered. Most enemies so far barely surpass 10 damage unless they roll particularly well. This also completely nullifies all ongoing damage effects as that damage is separated from its initial source. In my game, the fighter was getting crushed by an Ocher Jelly, it eventually split and both halves could effectively not damage the fighter for 10 rounds..easily sufficient enough for the fighter to both hold the choke point and crush the elite monster while other party members attacked from range. If we are playing this right, it seems to me this armor is far superior to just about any other heroic/paragon armor out there..and probably still better than the epic ones since the resist amount improves as the armor does. [/QUOTE]
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Bloodcut Armor - Overpowered? Or am I playing it wrong?
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