Major ‘DOH ! !’

Random thought: What about a spell that turns the armor into cloth for the night, dismissable at will? Level 3 spell? Level 2?

Otherwise,there is a spell in Monte's BoHM that calls armor.
 

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I find it interesting how big the difference is in regards to pricing this ability.

Donning, Artificier's Handbook
Cost: +2
Time: full round action
Limitations: physical contact with armor

Calling, Defenders of the Faith
Cost: +1
Time: standard action
Limitations: none
 

If I told you that one of them was from a company that makes a card game based on the idea that "whomever spends the most money gets the most powerful deck", could you tell which one?

"Buy our book and be more powerful than the other party members!"

It's what put the Splat! in splatbook. :p
 

or one book was trying to play it safe while the other was like, 'it is only a minor ability, nice, but not worth up to 36kgp' ;)

Maybe it should just be some extra amount of gp tacked on like certain other abilities?
 

There is an Ease armor enchancement that allows a character to sleep in that armor. I believe it's from either MOTW or Arms and Equipment Guide.
 

psyronin said:
I find it interesting how big the difference is in regards to pricing this ability.

Donning, Artificier's Handbook
Cost: +2
Time: full round action
Limitations: physical contact with armor

Calling, Defenders of the Faith
Cost: +1
Time: standard action
Limitations: none

Well technically the description of Donning given covers putting it on and taking it off, the description of called only relates to putting it on. It doesn't mention taking it off...
 

Well the DM and I decided to use a modified 'called'. It's a +1 enchantment, but it only works on armor within 100', and it takes a full round.

We felt that the 'called' enchantment was too powerful for +1, but not enough for +2 (in our game, where there are not a lot of city adventures where you'd have to smuggle armor into a place).

Now, I just have to scrape together the money!

Thanks for the help all!

-Tatsu
 

Here's an idea. Every night, before going to bed, put on a chain shirt. The next morning, wake up, take off the chain shirt and put on full plate. As posted above, you take no penalties for sleeping in light armor.
 

This is 3.0 info, but for a start it may help...

Called: This powerful enchantment allows the owner to utter a command word and call the armor or shield to her as a standard action. Armor appears correctly donned at the end of the action, or a shield appears on the proper arm. The armor or shield appears completely normal otherwise.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, teleport; Market Price: +1 bonus.
Source: Defenders of the Faith, p. 23

Ease: A suit of armor with this enchantment allows its wearer to rest comfortably overnight without removing it, regardless of how heavy it is. The wearer can don ease armor in only 5 rounds, or remove it in a single round.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, soften earth and stone; Market Price: +1 bonus.
Source: Masters of the Wild, p. 28

Grace: This armor is flexible and easier than normal to move and stretch within. It has no maximum Dexterity bonus.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat’s grace; Market Price: +1 bonus.
Source: Book of Eldritch Might II, p. 60

Greater Maneuvering: The lightness and ease-of-use of armor or a shield with this special ability reduces the associated armor check penalty to 0.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, freedom of movement, haste; Market Price: +2 bonus.
Source: Book of Eldritch Might II, p. 60

Maneuvering: Armor and shields with this ability reduce their associated armor check penalty by 2. Items with this ability are light and magically maneuverable – and in the case of armor, extremely limber.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, freedom of movement; Market Price: +1 bonus.
Source: Book of Eldritch Might II, p. 60

Nimbleness: This type of armor feels light and less restrictive than other armor of its type. While the actual weight is unchanged, the maximum Dexterity bonus increases by +2 and the armor check penalty decreases by 1.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, cat’s grace; Market Price: +1 bonus.
Source: Magic of Faerûn, p. 137

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Ki Ryn said:
If I told you that one of them was from a company that makes a card game based on the idea that "whomever spends the most money gets the most powerful deck", could you tell which one?

"Buy our book and be more powerful than the other party members!"

It's what put the Splat! in splatbook. :p
Of course, the other book charges 500 gold pieces for a 9th-level scroll, so...
 

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