PrC Multiclassing Arcane Archer and IOoB broken?

Re: Magic item pricing

mkletch said:
Haste - 3rd level spell
Minimum caster level - 5th
Continuous function - 2000gp

Multiply the factors: you can make an item to fill any slot (except armor or weapon) that gives you continual haste for only 30kgp. Check page 242 in the DMG. It's all there. Reverse engineering the bonus, well, I already did that. sqrt(6)=2.449. It was rounded up because it is powerful.

Since you need to have at least a +1 bonus on the armor, you are going from +1 to +4 on the pricing scale, and at a minimum, speed armor costs you 15kgp. You do get a break on the cost there, unless you add other abilities and the price goes up and up (+4 to +7 actually hits the target, but who wouldn't pick this up early).

Look, I'm not saying that this is not really powerful, but perhaps it is haste that is broken, or at too low a level. Do all of the math backwards. What spell level would haste have to be if it were a +6 or +7 bonus? 10th level for a +6 bonus (exact; no rounding), or 12th for a +7 bonus (actually 11.58). I assumed here that min caster level was double the spell level minus 1; we are talking about the base spell here, no a metamagicked lower level spell like you could have above 9th using the Epic rules. So haste should above 9th level, an epic spell. It's up to you, remove haste form the game (if you won't recant on the +6/+7 bonus rediculousness) or deal with it (and speed armor) as they are in the rules.

95%+ of the items actually folllow the system; examples are actually given in T&B. There are some ad hoc adjustments, but not on the scale you give here. Heck, a speed weapon should only be a +2 bonus, and that's if it has the same effect as speed armor (but caster level 5 instead of 7). If it is only for an attack with the weapon, as speed is now, then it should be a +1; sqrt(3) rounded down instead of up. Why a speed weapon has caster level 7 is beyond me.

I was accused earlier in this thread of arbitrarily mucking around with the rules. That is exactly what you have here. QoE that does GMW on every arrow drawn. Hey it's only a 3rd level spell, everybody has access to it all the time. Well, I have access to a 3rd level spell all the time, and now, hey, that's way over-powered.

Tangent: do you lose a haste bonus to AC if flat-footed? We ruled that you do in house, but I've seen no ruling on it in either the errata or the DnD FAQ.

-Fletch

Haste the spell vs continual haste in an item is a considerably different beast. Haste the spell is limited in power mostly by its very short duration (1 rd/lvl). There are a number of spells that are similarly balanced if used only as restricted in the spell, but become totaly broken if you permit them to be placed in a constant use item (True Strike most obviously, but also any of the cure spells), since as a constant use item their power becomes vastly greater.

The principle is similar to using monsters as PC, leading to the +CL system, since most monsters don't even survive one encounter, any abilities they have are likely to only get used once. Where as if you have a PC who will most likely survive the encounter the ability to do X at will becomes vastly more powerful.

Yes you are technically correct in that you can do a continual haste item as only about 30k and your analysis is probably correct as to how the "original" price modifier was arrived at. However, any DM who permits such an item at that kind of a price is clearly a moron, given the spell's benefits.

Furthermore, I would point out that the speed abillity for a weapon, which only grants an additional attack (not even an additional standard action) and no AC bonus, is rated as a +4 ability, which would strongly indicate that as a +3 ability the speed armor power is seriously underpriced.

The GMW quiver is not even vaguely as abusive. First off the spell lasts for hours and affects a substantial number of Arrows each time it is cast. So the effective difference between having it only go off a couple of times a day (say 2-4 times) and having it continually active is almost negligable (an extended GMW from a 12th level caster does last all day), furthermore the cost is considerably increased by the probable desire to have it be at a much higher than minimum caster level to increase the + of the GMW arrows. I believe the price you quoted earlier for a +5 GMW quiver at just shy of 100,000 gp, hardly an insigificant sum of cash, even for a very high level character.

Finally such a quiver, arguably is the difference between a high level archer being utterly ineffective and being equivalent to other characters of that level. Speed armor serve no such similar need.
 
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Zen Archery

Hi Rackhir!

A question about Zen Archery. I don't have my splat books here at work, but I thought that Zen Archery substituted your wisdom bonus for your dex bonus on ranged attacks (like a wisdom version of weapon finesse).

Am I misremembering this?
I'll check it when I get home.

Dravot
ps - just read the first Elric book last week. The resemblance is uncanny :D
 

Re: Zen Archery

dravot said:
Hi Rackhir!

A question about Zen Archery. I don't have my splat books here at work, but I thought that Zen Archery substituted your wisdom bonus for your dex bonus on ranged attacks (like a wisdom version of weapon finesse).

Am I misremembering this?
I'll check it when I get home.

Dravot
ps - just read the first Elric book last week. The resemblance is uncanny :D

Hi again. You should stop by to chat with Jackie sometime so I can show off my new TV and audio system.

You are correct about the effect of the base feat, but OoBI as a higher level ability (forget what lvl), if they already have Zen Archery get to add their wisdom bonus instead of just substituting it.

However, if Dravot wanted to get into archery (like there's much of a point to that with Kayleigh in the party), it would be an excellent feat for him to take. On the other hand, with some of the Cleric spells available you could turn him into quite the combat monster. Just check back a few weeks for a thread about "The Ultimate Archer" or something to that effect.

PS. What exactly was an uncanny resemblance? Obviously, I took Rackhir from the Elric books, but my character's personality wasn't much like the original's, he was far calmer and less bloody minded than mine. I have the complete Elric series and most of what Moorcock has written in the "Eternal Champion cycle" if you wanted to borrow some.
 
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Re: Zen Archery

dravot said:
Hi Rackhir!

A question about Zen Archery. I don't have my splat books here at work, but I thought that Zen Archery substituted your wisdom bonus for your dex bonus on ranged attacks (like a wisdom version of weapon finesse).

Am I misremembering this?
I'll check it when I get home.

Dravot

I believe you are correct in this if I remember correctly. I have a character that is going to take the OoBI PrC and is planning on taking the Zen Archery feat before getting the class ability. That way, I get to stack my WIS and DEX bonuses for my archery! FUN! :D
 
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Re: Zen Archery

dravot said:
A question about Zen Archery. I don't have my splat books here at work, but I thought that Zen Archery substituted your wisdom bonus for your dex bonus on ranged attacks (like a wisdom version of weapon finesse).

Normally, yes, but the OoBI gains Zen Archery as a bonus feat as he advances in levels, but if he already has Zen Archery when the class ability comes up, he can stack his Wisdom bonus on top of his Dexterity bonus for ranged attacks. Check the description under the OoBI.
 

Re: Re: Zen Archery

Rackhir said:


Hi again. You should stop by to chat with Jackie sometime so I can show off my new TV and audio system.

I'd like that. I'll see what we can do.


You are correct about the effect of the base feat, but OoBI as a higher level ability (forget what lvl), if they already have Zen Archery get to add their wisdom bonus instead of just substituting it.

Ah. Gotcha. I'm almost 100% with the program then.


However, if Dravot wanted to get into archery (like there's much of a point to that with Kayleigh in the party), it would be an excellent feat for him to take. On the other hand, with some of the Cleric spells available you could turn him into quite the combat monster. Just check back a few weeks for a thread about "The Ultimate Archer" or something to that effect.

Not a bad option, but feats are at a premium, and that just doesn't seem in his future. :)

I must say that I'm getting a lot of mileage out of Divine Power however.


PS. What exactly was an uncanny resemblance? Obviously, I took Rackhir from the Elric books, but my character's personality wasn't much like the original's, he was far calmer and less bloody minded than mine. I have the complete Elric series and most of what Moorcock has written in the "Champion Eternal cycle" if you wanted to borrow some.

The resemblance I was seeing was in being stuck in some other plane after pissing off a major figure of Chaos :)

And yes, I'd love to borrow some of those. I only have the first one.
 

Re: Re: Magic item pricing

Rackhir said:

Haste the spell vs continual haste in an item is a considerably different beast. Haste the spell is limited in power mostly by its very short duration (1 rd/lvl). There are a number of spells that are similarly balanced if used only as restricted in the spell, but become totaly broken if you permit them to be placed in a constant use item (True Strike most obviously, but also any of the cure spells), since as a constant use item their power becomes vastly greater.

Per the description of true strike, it would not make any sense. A command word version (or spell trigger, like the true-striking bow in S&F) would be fine, since it burns an action. If you want a continuous +20 insight bonus (and I feel insight would be similar to luck in terms of cost) the cost would be bonus squared x 2500gp. Even if it only the same as an enhancement, in terms of cost (2000gp), it is still 800kgp. Remember, bonuses are calculated differently than other effects. The same could be said to apply to the haste bonus on speed armor, but you did round up a lot to get to the +3 bonus.[/b][/quote]

The principle is similar to using monsters as PC, leading to the +CL system, since most monsters don't even survive one encounter, any abilities they have are likely to only get used once. Where as if you have a PC who will most likely survive the encounter the ability to do X at will becomes vastly more powerful.

Good argument, and I agree at a philospohical level. When it gets to actual implementation, I disagree. Sure, a ring of invisibility is clearly marked up by almost 100%, but an upgrade in the cost for speed armor would not be a doubling of the bonus. You are dealing with squares and roots here, so the numbers behave differently. Figuring that the enhancement bonus was sqrt(6), you would multiply that by sqrt(2) if you had doubled the base price. You only wind up with 3.46, round up to 4. I would easily accept an erratum changing speed armor to a +4 equivalent, but it has not come out yet, and I don't "muck with the rules".

Yes you are technically correct in that you can do a continual haste item as only about 30k and your analysis is probably correct as to how the "original" price modifier was arrived at. However, any DM who permits such an item at that kind of a price is clearly a moron, given the spell's benefits.

Or the DM gives it to the opponents as well, and +1 speed armor is less expensive than +5 armor which it duplicates, so we get less loot, and more opposing actions. The balance is there if both side have equal access to the good stuff.

Furthermore, I would point out that the speed abillity for a weapon, which only grants an additional attack (not even an additional standard action) and no AC bonus, is rated as a +4 ability, which would strongly indicate that as a +3 ability the speed armor power is seriously underpriced.

Speed is so weak on a weapon as to be almost useless. For that high of a bonus, it is cheaper to get a duplicate of your weapon and give it dancing than to use the speed ability. Speed on a weapon should have a better effect for the cost, like giving you a full attack as a standard action, or full haste effect. Even the latter, with doubled cost like we did for the armor above, would only be a +3 bonus.

The GMW quiver is not even vaguely as abusive. First off the spell lasts for hours and affects a substantial number of Arrows each time it is cast. So the effective difference between having it only go off a couple of times a day (say 2-4 times) and having it continually active is almost negligable (an extended GMW from a 12th level caster does last all day), furthermore the cost is considerably increased by the probable desire to have it be at a much higher than minimum caster level to increase the + of the GMW arrows. I believe the price you quoted earlier for a +5 GMW quiver at just shy of 100,000 gp, hardly an insigificant sum of cash, even for a very high level character.

100,000gp is 1/6th the gear of a 19th level character. I hardly consider that a bargain. And that was one that made every arrow drawn (use activated) a +5 arrow.

Finally such a quiver, arguably is the difference between a high level archer being utterly ineffective and being equivalent to other characters of that level. Speed armor serve no such similar need.

I don't disagree with the GMW or totally ineffective part. However, speed armor gives a nominal increase to AC (it only gives a +1 net increase over taking the +3 bonus) and a partial action, which is not even half as useful as a full action, since it cannot be combined with anything to make a 'cool' action. It serves the same purpose as any other general purpose item (e.g. a belt of strength or a cloak of resistance), and that is to increase the effectiveness and/or survivability of the character. Is a belt of strength a despicable item since it serves no lofty or profound purpose? Boots of speed are apparently OK (it does not use a doubling of cost; it is actually lower in cost than I would anticipate), so I do not understand the opposition.
 

Re: Re: Zen Archery

Rackhir said:
Hi again. You should stop by to chat with Jackie sometime so I can show off my new TV and audio system.

I FEAR the GOD WALL.


Scorch came to us after the last video-thon a frightened and broken man, scarred from seeing Bruce Boxleitner's nostrils larger than a man's head. That's just not right.
 

Re: Re: Re: Magic item pricing

mkletch said:


Per the description of true strike, it would not make any sense. A command word version (or spell trigger, like the true-striking bow in S&F) would be fine, since it burns an action. If you want a continuous +20 insight bonus (and I feel insight would be similar to luck in terms of cost) the cost would be bonus squared x 2500gp. Even if it only the same as an enhancement, in terms of cost (2000gp), it is still 800kgp. Remember, bonuses are calculated differently than other effects. The same could be said to apply to the haste bonus on speed armor, but you did round up a lot to get to the +3 bonus.

Your comment about the True Strike spell not making sense vs. the cost of a +20 insight bonus is more or less my point about just doing haste strictly according to the spell vs. the benefits it supplies.




Good argument, and I agree at a philospohical level. When it gets to actual implementation, I disagree. Sure, a ring of invisibility is clearly marked up by almost 100%, but an upgrade in the cost for speed armor would not be a doubling of the bonus. You are dealing with squares and roots here, so the numbers behave differently. Figuring that the enhancement bonus was sqrt(6), you would multiply that by sqrt(2) if you had doubled the base price. You only wind up with 3.46, round up to 4. I would easily accept an erratum changing speed armor to a +4 equivalent, but it has not come out yet, and I don't "muck with the rules".

Or the DM gives it to the opponents as well, and +1 speed armor is less expensive than +5 armor which it duplicates, so we get less loot, and more opposing actions. The balance is there if both side have equal access to the good stuff.

With speed armor you are getting two substantial bonuses. First a extra standard action. This means a great deal to many classes, especially spell casting classes, since they can either get off a full turn spell in one turn or can cast two spells per round. That has to be worth at least a +3 bonus. Second it is providing a +4 to AC bonus which is in some respects, better than an enhancement bonus, since it should apply vs touch attacks. I'm not sure exactly why you are dragging square roots into things, but I would say the situation is more similar to having a +4 armor with a +3 special ability, so you would calculate the cost as that for a +7 bonus, like you do with a +3 Icy Burst - Holy Sword.


I don't disagree with the GMW or totally ineffective part. However, speed armor gives a nominal increase to AC (it only gives a +1 net increase over taking the +3 bonus) and a partial action, which is not even half as useful as a full action, since it cannot be combined with anything to make a 'cool' action. It serves the same purpose as any other general purpose item (e.g. a belt of strength or a cloak of resistance), and that is to increase the effectiveness and/or survivability of the character. Is a belt of strength a despicable item since it serves no lofty or profound purpose? Boots of speed are apparently OK (it does not use a doubling of cost; it is actually lower in cost than I would anticipate), so I do not understand the opposition.

Your logic here escapes me totally. You are complaining that a +4 bonus to ac that works against touch attacks, isn't worth the same as a +4 enhancement bonus to ac and that and extra standard action is so worthless as to not even be worth considering in cost? Have you ever looked at what can be done with a standard action? Do you consider the ability to get off TWO spells in around to be completely worthless or the ability to get off a FULL attack action + a MULTISHOT, to be completely worthless?

Your choice of items to compare are similarly odd, even a +6 stat item only gets you an additional +3 bonus and nearly nothing can get you an extra standard action. The boots of speed are only for 10 rounds total per day. If you wanted to limit the armor of speed to 10 rounds per day, I would agree it was worth only a +3 modifier. Boots by the way don't double in cost, unlike the ring of invis becaus they are usable for only a limited number of rounds unlike the ring with is unlimted.
 

Re: Re: Re: Zen Archery

WizarDru said:


I FEAR the GOD WALL.


Scorch came to us after the last video-thon a frightened and broken man, scarred from seeing Bruce Boxleitner's nostrils larger than a man's head. That's just not right.

Well you were invited as well and are still welcome to drop by and watch something. If Scorch was broken by just the TV, just wait til I've got the new speakers I ordered. The sound should knock him right off...
 

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