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PrC Multiclassing Arcane Archer and IOoB broken?
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<blockquote data-quote="mkletch" data-source="post: 399430" data-attributes="member: 3396"><p>A few general rules points, then I'm going to bail on this thread, except to check for future replies.</p><p></p><p></p><p></p><p>There is no -2 penalty from RS if the haste action comes before the full action. There is no official errata for DotF, not is there a mention of speed armor in the DnDFAQ.</p><p></p><p>You can actually reverse engineer the process by which effective bonuses are calculated for armor or weapons. It works in 95% of the cases, though rounding up or down seems to have been a judgement call. Calculate the cost to place the effect on an individual magic item, if you can. Divide that by 10,000 for a weapon, or 5,000 for an armor. Take the square root of the result, and there is your effective bonus.</p><p></p><p>Speed armor comes up as a 2.45, which was rounded up since it gives a pretty profound effect. Take the square root of the product 2000x5x3/5000 and that is your result. The one notable exception to this method is a speed weapon, which is hopelessly overpriced. I could just make a vest of haste for 30kgp...</p><p></p><p></p><p></p><p>The spell Augment Object in the Stronghold Builder's Guidebook adds 20 to the break DC of an object and doubles its hardness and hitpoints. While SBG wasn't bought by as many people as the splatbooks, it is no less 'official'. You could also use wish/miracle or other means to further increase the hardness and/or hitpoints, or research an effect to make an item unbreakable. No, I did not do the latter, but I did use a miracle. Using official spells (miracle and augment object) is hardly mucking around with the rules, and no rules modifications were necessary.</p><p></p><p></p><p></p><p>You never need to make a concentration check to activate an item, and a help of teleport is a command-word item. You say the word, and you are gone. Not a whole lot of activity there. If you can attack with a light weapon, you can speak a single word.</p><p></p><p>Extending this thought, does a silence prevent one from activating a magic item? Not really covered, and it is left vague with every item. "on command" could mean with a gesture or something, but is rarely mentioned explicitly in an item. I figure few DMs actually go to this level of detail on every item.</p><p></p><p></p><p></p><p>As mentioned in one of my previous posts, our party has only three characters; we have no wizard/sorcerer type, and the war cleric often doubles as a front line fighter. My archer fills to role of artillery, though the cleric's occasional blade barrier, or a greater dispelling against summoned creatures is very effective. So yes, I routinely shoot out most of a QoE in a non-trivial battle. Enemies have heal and other powerful spells at their fingertips, and don;t drop like flies. Perhaps there needs to be an archer's equivalent to the epic feat Devastating Critical? Just kidding.</p><p></p><p>Bye.</p><p></p><p>-Fletch!</p></blockquote><p></p>
[QUOTE="mkletch, post: 399430, member: 3396"] A few general rules points, then I'm going to bail on this thread, except to check for future replies. There is no -2 penalty from RS if the haste action comes before the full action. There is no official errata for DotF, not is there a mention of speed armor in the DnDFAQ. You can actually reverse engineer the process by which effective bonuses are calculated for armor or weapons. It works in 95% of the cases, though rounding up or down seems to have been a judgement call. Calculate the cost to place the effect on an individual magic item, if you can. Divide that by 10,000 for a weapon, or 5,000 for an armor. Take the square root of the result, and there is your effective bonus. Speed armor comes up as a 2.45, which was rounded up since it gives a pretty profound effect. Take the square root of the product 2000x5x3/5000 and that is your result. The one notable exception to this method is a speed weapon, which is hopelessly overpriced. I could just make a vest of haste for 30kgp... The spell Augment Object in the Stronghold Builder's Guidebook adds 20 to the break DC of an object and doubles its hardness and hitpoints. While SBG wasn't bought by as many people as the splatbooks, it is no less 'official'. You could also use wish/miracle or other means to further increase the hardness and/or hitpoints, or research an effect to make an item unbreakable. No, I did not do the latter, but I did use a miracle. Using official spells (miracle and augment object) is hardly mucking around with the rules, and no rules modifications were necessary. You never need to make a concentration check to activate an item, and a help of teleport is a command-word item. You say the word, and you are gone. Not a whole lot of activity there. If you can attack with a light weapon, you can speak a single word. Extending this thought, does a silence prevent one from activating a magic item? Not really covered, and it is left vague with every item. "on command" could mean with a gesture or something, but is rarely mentioned explicitly in an item. I figure few DMs actually go to this level of detail on every item. As mentioned in one of my previous posts, our party has only three characters; we have no wizard/sorcerer type, and the war cleric often doubles as a front line fighter. My archer fills to role of artillery, though the cleric's occasional blade barrier, or a greater dispelling against summoned creatures is very effective. So yes, I routinely shoot out most of a QoE in a non-trivial battle. Enemies have heal and other powerful spells at their fingertips, and don;t drop like flies. Perhaps there needs to be an archer's equivalent to the epic feat Devastating Critical? Just kidding. Bye. -Fletch! [/QUOTE]
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