Cloak of the Walking Wounded

Istar

First Post
Pre Battle:
Put on "Cloak of Walking Wounded", then put on main neck slot item "Amulet".
The last neck slot item put on is the one that will operate.

But how about this:

When wounded and need healing.

Minor Action: rogue attack like Low Slash
Free Action: drop hand x.bow
Minor Action: remove neck slot item with off hand.
Standard Action: 2nd wind (2 healing surges).

Thereby gaining the use of the Cloak.

Next round:
Minor Action: Put amulet on.
Minor Action: Pick up x.bow
 

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Yeah, try doing that in my game. You'd be slapped with the "block o' cheese" so fast your head would spin. :)
 


I'd allow it in my game. That's four actions you're chewing up to pull off this odd little maneuver. And this might extend the life of magic items that might otherwise be immediately tossed since you got some other neck slot item with a bigger plus.
 

The last neck slot item put on is the one that will operate.

Is it safe to assume this is another of many house rules in your game.

PHB p. 224 said:
You benefit from the item you put on first; any other item you put in the same item slot doesn’t function for you until you take off the first item.


That said, you can certainly change up the order of your actions...

If I saw this at my table I'd probably inform you that you all of a sudden have another free night each week. YMMV and apparently does.
 

A lot of actions spent for a generally "useless" item to non-dwarves. If your leader is decent and your tactics are sound, I've found my barbarian doesn't get any use out of it except the defensive bonus. There's a lot better neck slot items for most characters, I've found.
 

I think its somewhere in the manuals, the last item put in that slot is the one that works, its not a proposed house rule.

Sounds like no one believes in rewarding creativity, just a bland use of the rules.

Of course, it really only works well for a character that has a minor action attack, and you would want to bring this out as a Rogue when you already are in melee with a CA opportunity.

I am interested as to why you guys see creativity as cheese, doesnt make any sense to me, as a DM I would reward this smart use of actions and advise the player to look at Epic Recovery latter on to be able to do it twice.

As someone said it is a huge drain on minor and move actions.

But I fail to see the problem of being creative with magic items and the use of them.
 

I think its somewhere in the manuals, the last item put in that slot is the one that works, its not a proposed house rule.

I'll try that again...

Quoted from the Player's Handbook, Page 224.

PHB p. 224 said:
You benefit from the item you put on first; any other item you put in the same item slot doesn’t function for you until you take off the first item.[/quote]

If I disliked player creativity, I'd be playing an MMO. Bending the letter of the rules to how you want to use it is what leads to things like Pun-Pun.

Edit: Alright, that's not the only thing that led to Pun-Pun... but it didn't hurt.
 

The rules do not specify what kind of action it is to remove a worn item, such as an amulet, and they do not specify what kind of action it is to put that item back on. It would be a houserule to allow these things to be done as a minor action.
 

Ah, hmm, the order of operations for which item functions does change my sentiment somewhat. I still don't feel it's as ridiculous as other posters do (kick a player out for it? Sheesh!), but that does seem to torpedo the technique by the rules.
 

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