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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Portable Holes, Orbs, Shields, and Disenchant/Enchant
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<blockquote data-quote="MindWanderer" data-source="post: 4266795" data-attributes="member: 64938"><p>I don't get the point of any of these things.</p><p></p><p>- Portable Holes: They don't create an extradimensional space, and they can't be closed when something is in it? So what is it good for, a portable pit trap? For being such a high-level item (19), I just don't get it.</p><p></p><p>- Orbs: With the exception of the Orb of Sanguinary Repercussions (and that only barely), there doesn't seem to be any reason to actually use any of the orbs as implements. Pack a Magic Orb +X, where X is as high a number as you can afford, and bring along a sack of low-level orbs of whatever other types you want. Get Quick Draw if you need it.</p><p></p><p>- Shields: Since magic shields don't add to your AC, and using a shield you're not proficient with incurs neither benefit nor penalty, why make magic shields and magic bracers two different things? A shield-using character can use a nonmagical shield with magical bracers just fine, and a non-shield-user can use a magic shield and get its full benefit (though it does take a hand).</p><p></p><p>- Disenchant Magic Item/Enchant Magic Item: What advantage do these rituals have over stores? Disenchanting gets you Residuum worth the same amount of GP as if you sold the item. Enchanting similarly costs an amount of ritual reagents worth the same as if you'd bought it. With the very rare exceptions of needing a specific item right now, while you're in the dungeon, or running out of ritual components and needing to scrub an item to get residuum, these rituals seem totally worthless.</p></blockquote><p></p>
[QUOTE="MindWanderer, post: 4266795, member: 64938"] I don't get the point of any of these things. - Portable Holes: They don't create an extradimensional space, and they can't be closed when something is in it? So what is it good for, a portable pit trap? For being such a high-level item (19), I just don't get it. - Orbs: With the exception of the Orb of Sanguinary Repercussions (and that only barely), there doesn't seem to be any reason to actually use any of the orbs as implements. Pack a Magic Orb +X, where X is as high a number as you can afford, and bring along a sack of low-level orbs of whatever other types you want. Get Quick Draw if you need it. - Shields: Since magic shields don't add to your AC, and using a shield you're not proficient with incurs neither benefit nor penalty, why make magic shields and magic bracers two different things? A shield-using character can use a nonmagical shield with magical bracers just fine, and a non-shield-user can use a magic shield and get its full benefit (though it does take a hand). - Disenchant Magic Item/Enchant Magic Item: What advantage do these rituals have over stores? Disenchanting gets you Residuum worth the same amount of GP as if you sold the item. Enchanting similarly costs an amount of ritual reagents worth the same as if you'd bought it. With the very rare exceptions of needing a specific item right now, while you're in the dungeon, or running out of ritual components and needing to scrub an item to get residuum, these rituals seem totally worthless. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Portable Holes, Orbs, Shields, and Disenchant/Enchant
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