DotF magic item questions

shilsen

Adventurer
I just picked up Defenders of the Faith and had questions about some of the magic items. I've seen discussions about some of this, but it was a while ago, so here goes:

1) Command ability (Armor/Shields): Does the "+2 morale bonus on Will saves to all allies within 30 feet" apply to the user too? Presumably the user is an ally of himself (schizoid, I know), just as the bard counts as his own ally for his bardic music effects. Also, is the market price (+2 bonus) a little low for the abilities provided (opinion wanted, rather than ruling)?

2) Speed ability (Armor/Shields): Yeah, riiiight!! A permanent haste ability at +3 market price bonus?! Has there been any errata on this (official or unofficial)? I seem to recall something on the boards a while ago about it actually being equivalent to a +7 bonus or something, but I'm not sure.

3) Splint Mail of Stability: +2 splint mail costs 4350 gp, and a +2 Cloak of Resistance costs 4000 gp. I'd calculate that the armor should cost 4350 + (2 x 4000) = 12350. Since it only works for neutral characters, the price drops by 30%, making it 8645 gp. DotF has it cost 5845 gp. Have I missed something, or is this just wrong?

Thanks, in advance.
 
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3) Splint Mail of Stability: +2 splint mail costs 4350 gp, and a +2 Cloak of Resistance costs 4000 gp. I'd calculate that the armor should cost 4350 + (2 x 4000) = 12350. Since it only works for neutral characters, the price drops by 30%, making it 8645 gp. DotF has it cost 5845 gp. Have I missed something, or is this just wrong?

5845 is a 30% discount on 8350, or 4350 + 4000. So it seems they're not counting it as multiple abilities in one item requiring the doubling of cost for the Resistance feature.

-Hyp.
 

A lot of the items in DotF are incredibly wrong or illdesigned. You better take just the intent and re-build the item from scratch! ;)

Bye
Thanee
 

Hypersmurf - Thanks. I missed that. I guess that puts it in the "just wrong" category for me.

Thanee - Looks like it! Can you think of any other magic items from the book that are especially badly designed?

BTW, thanks for the quick replies. I love these boards!
 

Thanee said:
A lot of the items in DotF are incredibly wrong or illdesigned.

So true, so true. I cite the 'speed' enchantment on armor/shields. For a +3 enchantment, you get a +4 to ac (from the haste) AND an extra partial action. In the last campaign I was in, nearly everyone took this enchantment as soon as they had the cash to do it, and my poor Rogue/Illusionist/Arcane Trixter felt really left out with his comparitively week boots of speed (requiring an action to activiate... *sigh*).

Heck, the 'speed' enchantment on a weapon isn't as good. No AC bonus, merely the extra attack.
 

shilsen said:
1) Command ability (Armor/Shields): Does the "+2 morale bonus on Will saves to all allies within 30 feet" apply to the user too? Presumably the user is an ally of himself (schizoid, I know), just as the bard counts as his own ally for his bardic music effects. Also, is the market price (+2 bonus) a little low for the abilities provided (opinion wanted, rather than ruling)?
The Bless spell reads the same way, and the Sage said that it means "you and your allies," so I treat all the spells that read this way as "you and your allies," unless it specifically says otherwise. As far as the market price, I think +2 is good, although +3 could be argued.

2) Speed ability (Armor/Shields): Yeah, riiiight!! A permanent haste ability at +3 market price bonus?! Has there been any errata on this (official or unofficial)? I seem to recall something on the boards a while ago about it actually being equivalent to a +7 bonus or something, but I'm not sure.
No errata yet. +3 is certainly too low for this ability. As you said, everyone will take it. That is the criterea for too good a feat, so it is too good an ability for the price, IMO.

3) Splint Mail of Stability: +2 splint mail costs 4350 gp, and a +2 Cloak of Resistance costs 4000 gp. I'd calculate that the armor should cost 4350 + (2 x 4000) = 12350. Since it only works for neutral characters, the price drops by 30%, making it 8645 gp. DotF has it cost 5845 gp. Have I missed something, or is this just wrong?
Your calculation looks right. :D
 
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Neverwinter nights has permanent haste items and they are disprortionately cheap as well. Regeneration, one of the least useful powers in that game is rated the highest when it is only that good in tabletop.

I guess most designers don't see how permanent haste is one of the most powerful abilities an item can grant.

There are a lot of things in DotF that different people would have done differently but there are a lot of good core ideas and prestige classes. Doing a little modification won't kill you.
 

For those of you that are poppin' forehead veins over the Speed armor enhancement....it works just like Boots of Speed. You have to activate it and it only lasts 10 rounds per day.

Armor of haste seems to be one of the most broken things I have ever seen. Please tell me that this is an error of some sort.

It would be helpful if you would include a product title and a page number when you ask a question like this.

Are you referring to Armor of Speed from Defender's of the Faith? (The stuff is costed correctly but it works just like boots of speed--you have to activate the haste effects and you only get 10 rounds of haste a day).

Skip Williams
RPG R&D
 

kreynolds said:
For those of you that are poppin' forehead veins over the Speed armor enhancement....it works just like Boots of Speed. You have to activate it and it only lasts 10 rounds per day.

DotF says no such thing. Please cite official errata to support your claim (no offense, but I don't trust Sage Answer quotes without due provenance ... it's too easy to write anything you WANT, and "sign" Skip's name to it -- I'm not accusing you, just explaining my own personal policy).

Anyway, the exact wording in DotF is (emphasis mine:

Speed: This armor or shield enchantment provides a +4 haste bonus to AC and gives the wearer an extra partial action every round, as the haste spell. This armor seems to be constantly vibrating, always appearing blurred.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: +3 bonus.

"Every round" does not equal "up to 10 rounds per day", sorry.

Personally, I peg this as a +6 to +7 enchantment, which puts it firmly in the Epic category.
 

Pax said:
DotF says no such thing. Please cite official errata to support your claim (no offense, but I don't trust Sage Answer quotes without due provenance ... it's too easy to write anything you WANT, and "sign" Skip's name to it -- I'm not accusing you, just explaining my own personal policy).

You have some real trust issues, you know that? ;)
 

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