Then again, a rogue is dealing 7d6+Str damage per attack in comparison to the monk's 2d6 (assuming he took INA)+5d6+Str damage... which is about the same thing, so maybe the price is about right.
Flatfooted, denied dex bonus, or flanked. If the rogue is in a party, that last one should happen on a regular basis. Basically, if it's not immune to sneak attacks, it should be fair game.A rogue has to catch you flat footed for that. This is when ever you hit them, period.
The cloak that grants continuous flight is 54K, which means you won't be seeing it anytime soon. Winged Boots are better, but you still have to ascend at half speed to reach anyone already flying.This is when ever you hit them, period. If I change cloak or res out for something to give me flight, that solves alo of problems.
Flatfooted, denied dex bonus, or flanked. If the rogue is in a party, that last one should happen on a regular basis. Basically, if it's not immune to sneak attacks, it should be fair game.
Incidentally, when Rogues got access to spells that let them sneak attack normally immune enemies, game balance didn't suffer. Bottom line, dealing that much damage probably isn't a big deal.
The cloak that grants continuous flight is 54K, which means you won't be seeing it anytime soon. Winged Boots are better, but you still have to ascend at half speed to reach anyone already flying.
1. Three categories: magic immunity, high SR, or electric resistance/immunity. Granted, those categories might not be as broad as construct, undead, and plant, though they do seem to a lot of monsters that fall into them.
2. No, but Rogues get to wear bucklers or TWF with a spiked shield so it's not like they don't have Shield AC.
4. & 5. That would make you build better, but like the Greater Mage Armor comment posted earlier, I have realized that this sort of thing is more tangential to the thing being discussed than whether dealing 5d6 electric damage per attack for 20k gold is OP or not.
If we compare to the rogue's sneak attack damage, it isn't.
A rogue with SA and 5d6 electric damage would be tossing around a lot of dice per attack, though. Maybe you should increase the price after all? 1 discharge per round seems reasonable for 20k, but multiple discharges seems unreasonable.
But isn't the guantlet's AC bonus +1 as well, when fighting defensively?A buckler gives a +1, shield spell gives a +4.
A King of Smack build might find them useful.I was thinking that the price should go up. It's only a damage boost, so maybe 50k? I'm not sure. What would be a good build to utilize these, in your opinion?
But isn't the guantlet's AC bonus +1 as well, when fighting defensively?
(I apologize if you misunderstood my post where I suggested the AC bonus operate as if it was like the Shield spell. I meant in terms of "it's a forcefield", not in terms of "+4 to AC".)
A King of Smack build might find them useful.