jasin said:
Where are those from (MIC?) and what do they do?
Belt of Battle - 3 charges renewed at dawn
1 charge - gain move action
2 charges - gain standard action
3 charges - gain full round action
Boots of Temporal Acceleration - Basically, Timestop for 2 rounds.
Both of these items are strong but the fact is, for melee characters they aren't broken per se. For example, what the hell benefit does Timestop really gain for a melee character? You can scarf down a couple of potions and similarly, using a belt to gain another full round attack action is nice but they aren't really things that would make a DM twitch.
The problem is spellcasters who can best abuse the gaining of new actions in a round.
Frenzied Berserkers - Really, is there any reason this class doesn't automatically get banned? Played by the rules, you're eventually going to kill your party and really its not like you get any good roleplaying value a la what a paladin brings to a party and If you get around the limitation of "attack your allies", you end up with a massively powerful melee class.
Robilar's Gambit - I haven't noticed Robilar's Gambit to be too powerful IME. However, I tend to play in games where the starting point total is between 25-28, meaning the only characters that can really abuse this are characters who are also the characters least likely want to actually trade full-round attacks with the monster.
At 25-28 pts, core races only, it is somewhat hard to get full BAB classes with dexterity higher than 16 and only at around level 12, will said classes actually have dexs higher than 20 due to magic items.