Thanee said:Regardless of officialdom, I really like the sage-advised suggestion, much better than bumping it to +7.
Bye
Thanee
reapersaurus said:You're correct, that it's pointless.
reapersaurus said:But if you think that an email to one person by the Sage ever made it "official", I'm surprised at you.
reapersaurus said:And I'd have to disagree about the Speed Armor enchantment being "ambiguous". It's quite clear from the text in DotF how it's published to be played.
And it's overpowered as written.
And it's up to the DM.... still... to say NO to the players.
kreynolds said:
To be honest, I didn't get it. Although, it could be due to the fact that it's my bedtime.![]()
Taren Seeker said:Energy Drain: No limit to how many times a day the Enervation effect can be used, no save. Let's see, 16th level fighter using Shield bashing, that's 4 attacks per round, 4d4 negative levels assuming all hit...or a dual wielder with Shield Expert and Improved or Greater 2 weapon fighting so you can use the Shield bashes in addition to your other weapon attacks. If you want to be boring (and more sick) have it on armor and just do touch attacks all day long. Multiple touch attacks if your BAB is high enough. Hmmm, can you use off hand attacks to do this too? Only a +2 cost.
Arnix said:Actually, making it a +3 enhancement that emulates boots of speed (8k gp) is far over priced, even if its the first 3 enhancements on the armor (beyond the required +1 of course). I agree that it is too powerful as a permanent effect, but limiting it to 10 rounds per day for a +3 is rather over the top.
Arnix (tm)
kreynolds said:
I only glanced at your list, but this one really caught my eye. I honestly don't know if the item is truly intended to function as it is written. If so, I would definately have to agree with anyone that thinks it's a bit "over the top". I have to wonder, however, if one of the possible intentions of this armor enhancement was to function similar to a Vampire Monk's level draining ability, thus only useable once per action. So, if you took a full attack action, it would only function once.
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)?
On the price, consider if you get towards higher level and get powerful armor. On a +10 armor, the Command is costing you (100,000 - 64,000) 36,000gp, compared to just having a +8 equivelant armor. Compared to just getting a Cloak of Charisma +4 for 16,000gp and a Cloak (or whatever) of Resistance +2 is 4,000gp. You're paying 16,000gp more for a few advantages.
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.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.