DotF magic item questions

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.

Even if you use an artificially inflated cost (+8 to +10) the math flat out doesn't work.

So in this extreme case, you get a slotless +4 competence bonus to charisma which stacks with an enhancement bonus, and you get a +2 morale bonus to will saves for every ally within 30' for the cost of 36k. Again, this save bonus stacks with the most common save bonuses, resistance and luck.

Even if the two bonuses were enh and resistance, you need to double them due to the fact that they are slotless, which works out to 32k for the charisma bonus and @3k (8k/3 since it's only one save) which is 35k. 1k cheaper and again, I haven't accounted for the area effect of the will save or the stackability of both bonuses.

Now lets say that it's a +1 suit of armor of Command. That's only an 8k increase in cost. For all of the same benefits.

Still looks broken to me.
 

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A "fixed" version of Command armors was printed in Faiths and Pantheons. It became a flat additional expense to armor and the Charisma boost is now an enhancement bonus.

The same book also has a "fixed" version of the daylight ability for armors found in DotF (as printed, I don't see why anyone would ever, and I mean ever, take it).
 
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Westwind said:
The same book also has a "fixed" version of the daylight ability for armors found in DotF (as printed, I don't see why anyone would ever, and I mean ever, take it).

I suppose it would be useful for anyone going underground to hunt Drow. And it would be a nice add-on for followers of gods of Light. Definitely not worth +2, but a straight market price modifier is okay with me.
 

Westwind said:
A "fixed" version of Command armors was printed in Faiths and Pantheons. It became a flat additional expense to armor and the Charisma boost is now an enhancement bonus.

The same book also has a "fixed" version of the daylight ability for armors found in DotF (as printed, I don't see why anyone would ever, and I mean ever, take it).

Hey, never noticed that they altered the enhancements.

Wow, Command is up to +80k! Considering the Charisma bonus is only worth 32k it might actually be a bit high...not sure exactly what price tag I would put on an area effect Will bonus. Apparently the designer thought it was worth a lot.

Nice fix on the Daylight ability. I certainly would consider that one, especially if I was headed to the Underdark ;)
 

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.

Any suggestions as to how this enhancement can be fixed? Would it be broken as an epic enhancement?

Would making it work only on a critical reduce its worth to a +2?
 

Cheiromancer said:


Any suggestions as to how this enhancement can be fixed? Would it be broken as an epic enhancement?

Would making it work only on a critical reduce its worth to a +2?

I wouldn't really want this item in a campaign at any cost. It just causes too many problems as is.

Rather than boosting the cost, I'd drop it to once a day. Being able to cast one of the best 4th level spells once a day as part of an attack action seems worth a +2.
 

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