Question about Talon Amulet

Wikkidkarma

First Post
I have a quick question regarding the Talon Amulet. The power effect states:

Minor Action. Up until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage.

One of my players wants to buy it (market value is 360gp) but it seems completely overpowered for a 3rd level power.

The question/debate at the table is:

Does the damage happen with every melee attack against the player for the encounter, or is it one specific attack within the encounter?

The wording can be taken either way. My players (naturally) are arguing that the wording essentially says that it means every attack, whereas I assume it means that one attack inflicts it.

Any clarification would be greatly appreciated!
 

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It's for every attack for the entire encounter. Otherwise it would worded in a different way like "Once this encounter," or it would be an immediate reaction or free action to deal damage in response to an attack.
 

It is very powerful, and it's the reason why banning magic items that come from adventures as purchases was my first houserule.
 


It's for every attack for the entire encounter. Otherwise it would worded in a different way like "Once this encounter," or it would be an immediate reaction or free action to deal damage in response to an attack.

I totally understand this point, but my point is, if it was every attack, why wouldn't it be worded as

"Every time you are hit with a melee attack, you deal 1d6 damage to the attacking creature"
 

Ummm,

Your wrong!
Wrong wrong wrong!
To make up for this you must;
-supply beer for your tank and his player
-have him "stumble" on some god plate
-Griz also has some self esteem issues so, complement his junk as well.

And remember I am not just a tank in your game. I am also your HEALER is the other game :D

Honestly, I could see how this item could be over powered and we are just trying to get a feel for how everyone feels about it. It was from a seperate adventure, which means its from a shifty area. I am not going to lie I do want the item for my tank. However, if general population beleives its OP then its a no go and I will find something else.

--Grizwald
 


Enters and drag the dwarf out.

Here's my two cents:

"Minor Action. Up until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage."

Although the description can be interpreted as ambiguous, the obvious interpretation, at least to me is the effect applies to every attack.

That being said, I 100% agree with Nytmare:

"It is very powerful, and it's the reason why banning magic items that come from adventures as purchases was my first houserule."

because I think it really is just a poor thought out, over powered item.
 

Maybe you can call me a heretic.. but I don't have a problem with this item.

Even dim witted monsters would quickly learn that hitting the character hurts... and resort to ranged attacks...

...and even if they don't.. your PC is getting hit... probably by a Brute.

:devil:
 

I agree that it is on all attacks for an entire encounter. It certainly is powerful but a DM can work around it and punish his buddies instead of the wearer when appropriate. I would also say it is in line with some class daily powers which tend to help turn the tide of a fight but keep in mind it's a once a day thing though and the player DOES have determine the best fight to use it in. Most savy players won't trigger it the first round until they determine the difficulty of the fight - and if they habitually do, then the DM can easily design encounters that look powerful but aren't effectively using the item up before the player really should.

About 5 levels later, there are much better items that characters can use so its also not likely going to be kept for the entire campaign.
 

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