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Response from wotc: Kensi signature weapons break VoPoverty
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<blockquote data-quote="James McMurray" data-source="post: 1527325" data-attributes="member: 743"><p>#1, those are not free (monetarily speaking).</p><p>#2, an archer with a Vow of Poverty could do that, but he would violate his vow.</p><p></p><p>The Kensai Monk can afford to have a lower dexterity, because his reflex saves and AC will both be based on wisdom via the Kensai's ability to replace reflex saves with concentration checks. This means a monk with evasion and maxed concentration is going to be nearly impossible to tag with a reflex save granting effect.</p><p></p><p>You also brush aside +9 worth of bonuses as if they do not matter. However, those +9 worth of bnonuses are something that the VoP's balance assumes you will never be able to receive. The VoP already works out favorably on a cost basis and a "my pseudo-gear can't be destroyed basis." Its primary balancing factor is that the abilities you gain are set in stone, and thus nowhere near as customizable as sening your character's earned cash on magic items. Geting +9 worth of weapon abilities breaks that balance.</p><p></p><p>In many campaigns, adding Axiomatic and Holy to your fists will be a better deal than +1d10 damage. you also manage to duplicat the effects of Ki Strike (Holy) and Ki Strike (Lawful). Ki Strike (Adamantine) can be worked around with a clerical spell. Alternatively one can add Metalline and Sure Striking to their unarmed strikes and bypass practically all DRs (you won't be able to get around DR of x/piercing, and x/slashing will have to wait for epic levels, unless there is a weapon ability out there that changes damage types that I haven't seen). These enhancements only cost +6. Add another +1 for Ghost Touch, +1 for Impact. That still leaves you +1 to play with (I like Merciful for flavor purposes, but there are probably more powerful options available).</p><p></p><p>When your speed is already at a base of 60', there is not much reason to increase it to 90' unless you are going to take the Spring Attack path of feats.</p><p></p><p>Heroes' Feast (especially extended) is a great way to ignore poison). </p><p></p><p>Spell Resistance is also attainable via a spell (and at a slightly higher bonus). </p><p></p><p>Quivering Palm is rarely a factor in most games (the guys that will make their saves are the only guys that you really want to to use it on). </p><p></p><p>The other losses (etherelaness and dimension door) are definitely painful, but not terribly so. And your incredible increase in combat capabilities more than makes up for it IMO.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 1527325, member: 743"] #1, those are not free (monetarily speaking). #2, an archer with a Vow of Poverty could do that, but he would violate his vow. The Kensai Monk can afford to have a lower dexterity, because his reflex saves and AC will both be based on wisdom via the Kensai's ability to replace reflex saves with concentration checks. This means a monk with evasion and maxed concentration is going to be nearly impossible to tag with a reflex save granting effect. You also brush aside +9 worth of bonuses as if they do not matter. However, those +9 worth of bnonuses are something that the VoP's balance assumes you will never be able to receive. The VoP already works out favorably on a cost basis and a "my pseudo-gear can't be destroyed basis." Its primary balancing factor is that the abilities you gain are set in stone, and thus nowhere near as customizable as sening your character's earned cash on magic items. Geting +9 worth of weapon abilities breaks that balance. In many campaigns, adding Axiomatic and Holy to your fists will be a better deal than +1d10 damage. you also manage to duplicat the effects of Ki Strike (Holy) and Ki Strike (Lawful). Ki Strike (Adamantine) can be worked around with a clerical spell. Alternatively one can add Metalline and Sure Striking to their unarmed strikes and bypass practically all DRs (you won't be able to get around DR of x/piercing, and x/slashing will have to wait for epic levels, unless there is a weapon ability out there that changes damage types that I haven't seen). These enhancements only cost +6. Add another +1 for Ghost Touch, +1 for Impact. That still leaves you +1 to play with (I like Merciful for flavor purposes, but there are probably more powerful options available). When your speed is already at a base of 60', there is not much reason to increase it to 90' unless you are going to take the Spring Attack path of feats. Heroes' Feast (especially extended) is a great way to ignore poison). Spell Resistance is also attainable via a spell (and at a slightly higher bonus). Quivering Palm is rarely a factor in most games (the guys that will make their saves are the only guys that you really want to to use it on). The other losses (etherelaness and dimension door) are definitely painful, but not terribly so. And your incredible increase in combat capabilities more than makes up for it IMO. [/QUOTE]
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