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<blockquote data-quote="Victim" data-source="post: 939311" data-attributes="member: 78"><p>My understanding was that the AMF shut down the dimension portal for extradimensional storage items so they couldn't be used, not that X-dim space was brought into real space. Otherwise, someone could drive by a group of adventurers and destroy lots of stuff just by moving. However, I don't have very much stuff in the bag anyway, so it probably wouldn't take up more than space than is in a normal backpack. I mostly use the item for the free quickdraw of the first AMF stone. That and no adventurer should be without one.</p><p></p><p>On the other hand, gloves of storing shrink the items and place them in stasis, so items held therein would drop into the user's hands.</p><p></p><p>The gadgets work in the AMF, have charges, and need a standard action to activate. Using them doesn't provoke an AoO. They can't be countered or dispeled. However, I'd imagine breaking the device would remove its effect. I think they were a pretty good advantage. I errored by not noticing see invis or glitterdust on the power list, though. Basically, gadgets are expensive wands that use item spaces. They can't be dispeled and such, but cost alot, are heavy, etc. </p><p></p><p></p><p>The wordpad Therron (from Dec 19) is the actual one, correct? Is Ki Frenzy supernatural? Hmm, I can't remember if Divine Grace is Supernatural either. Also, how does the free Bullrush attack from Imp. Shield Bash work? Is it modified by bash damage? Also, because Maturak uses AMF extensively, it might be efficient to precalculate his stats without magic. </p><p></p><p>Here's a start:</p><p></p><p>--------------------------------------------</p><p>STR 16 (20 rage) </p><p>DEX 8</p><p>CON 12 (16 rage)</p><p>INT 8</p><p>WIS 14</p><p>CHA 22</p><p></p><p>Spd 30</p><p>Ini -1</p><p></p><p>Att: +12/+7/+2 </p><p>Charging attack: </p><p>+16/+11/+6 (+18/+13/+8 rage) and +16/+11 (+18/+13 rage)</p><p>Double damage on 1d4+3 (+5 rage) and 1d4+1 (+3 rage)</p><p></p><p>Normal attack: </p><p>+14/+9/+4 (+16/+11/+6 rage) and +14/+9 (+16/+11 rage)</p><p>Dmg: 1d4+3 (+5 rage) and 1d4+1 (+3 rage)</p><p></p><p>AC: 14 (+3 armor, -1 dex, +2 shield) (12 raging); touch 9 (7 rage)</p><p></p><p>Fort +13 (+14, +16 rage] [+20 or +22 rage with grace]</p><p>Will: +11 (+15, +17 rage) [+21, +23 rage]</p><p>Ref: +3 ( +2) [+8]</p><p></p><p>HP 40+36+60+15= 151 (181 rage)</p><p>-----------------------------------------------</p><p></p><p>Well, with the initiative boots, there is no normal price schedule for initiative bonuses that I'm circumventing by basing the item off a spell. Reverse engineering from gloves of dex gives about 600 gp as the base cost. I could almost afford +2 using that. Of course, using a different item would probably give a different price.</p></blockquote><p></p>
[QUOTE="Victim, post: 939311, member: 78"] My understanding was that the AMF shut down the dimension portal for extradimensional storage items so they couldn't be used, not that X-dim space was brought into real space. Otherwise, someone could drive by a group of adventurers and destroy lots of stuff just by moving. However, I don't have very much stuff in the bag anyway, so it probably wouldn't take up more than space than is in a normal backpack. I mostly use the item for the free quickdraw of the first AMF stone. That and no adventurer should be without one. On the other hand, gloves of storing shrink the items and place them in stasis, so items held therein would drop into the user's hands. The gadgets work in the AMF, have charges, and need a standard action to activate. Using them doesn't provoke an AoO. They can't be countered or dispeled. However, I'd imagine breaking the device would remove its effect. I think they were a pretty good advantage. I errored by not noticing see invis or glitterdust on the power list, though. Basically, gadgets are expensive wands that use item spaces. They can't be dispeled and such, but cost alot, are heavy, etc. The wordpad Therron (from Dec 19) is the actual one, correct? Is Ki Frenzy supernatural? Hmm, I can't remember if Divine Grace is Supernatural either. Also, how does the free Bullrush attack from Imp. Shield Bash work? Is it modified by bash damage? Also, because Maturak uses AMF extensively, it might be efficient to precalculate his stats without magic. Here's a start: -------------------------------------------- STR 16 (20 rage) DEX 8 CON 12 (16 rage) INT 8 WIS 14 CHA 22 Spd 30 Ini -1 Att: +12/+7/+2 Charging attack: +16/+11/+6 (+18/+13/+8 rage) and +16/+11 (+18/+13 rage) Double damage on 1d4+3 (+5 rage) and 1d4+1 (+3 rage) Normal attack: +14/+9/+4 (+16/+11/+6 rage) and +14/+9 (+16/+11 rage) Dmg: 1d4+3 (+5 rage) and 1d4+1 (+3 rage) AC: 14 (+3 armor, -1 dex, +2 shield) (12 raging); touch 9 (7 rage) Fort +13 (+14, +16 rage] [+20 or +22 rage with grace] Will: +11 (+15, +17 rage) [+21, +23 rage] Ref: +3 ( +2) [+8] HP 40+36+60+15= 151 (181 rage) ----------------------------------------------- Well, with the initiative boots, there is no normal price schedule for initiative bonuses that I'm circumventing by basing the item off a spell. Reverse engineering from gloves of dex gives about 600 gp as the base cost. I could almost afford +2 using that. Of course, using a different item would probably give a different price. [/QUOTE]
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