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General Tabletop Discussion
*Pathfinder & Starfinder
Two Interesting Magic Item Questions
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<blockquote data-quote="Jack Simth" data-source="post: 2817428" data-attributes="member: 29252"><p>High utility? Yes; very handy to be able to run away from someone, or to charge at them from outside their reach. But, umm..... where does it particularly hurt anything? I don't think I've seen a build where an extra 10 feet of movement broke the game.Only for reading strange old manuscripts; still need to know the language to actually tell the locals anything (good luck getting lodging in the town that only speaks Draconic, otherwise).Cuts down on it. But if someone, say, shakes your hand, they get a DC 11 will save to note that it's a fake appearence. Not so with the Disguise skill. Also, the lowly Detect Magic gives a spellcraft check to note that you've got Illusion on you. Which is kinda suspicious in any situation where you're trying to impersonate someone.They don't, really.See above. There's a lot more limitations to the Hat of Disguise than there appears at first glance. An item that gave a +10 bonus to the disguise skill could be used, then stored; at which point, you can walk around with not a spec of magic on you, and be mostly immune to getting called out. A hat of Disguise constantly calls out it's magic. Also, it's priced as Command-Word at caster level 1. The new you lasts 10 minutes, after which you have to speak the command word to re-activate it. Not good for impersonations lasting more than that. A hat of bonus to disguise? Not so much. A ring of Invisibility is foiled by See Invisibility (for the caster), a bat familiar and Glitterdust (for everybody), or partially foiled by Detect Magic (for the caster). Likewise, depending on interpertion, A ring of Invisibility must be activated every three minutes by Command Word (giving away your location). Of course, Invisibility is a Touch range spell, so doesn't fall under the little caveat of personal spells shouldn't be in items.You're forgetting: Fly 60 (good) for the boots, Fly 40 (Average) for the broom. The boots will let you hover over the field of battle and use the Summon Monster line, Full Attack a flying beast, or similar non-moving tasks. Try that with the broom, and you fall.Plenty, from here.See above. If the ring seems to powerful, it's because you either aren't being strict with Command-Word interpertation, or your opponents just don't know how to counter invisibility. </p><p></p><p>Besides - attacking disrupts the ring just as it would the spell. Sure, you get maybe one sneak attack out of it, and you get past many guards, and similar, but it's hardly game breaking.Someone who buys the ring can use it on himself. Someone who has the spell can use it on another. A Sorceror-4 with Invisibilty can, once per day, turn an entire party of 4 (presuming a Charisma score of at least 14, of course) invisible for four minutes. Someone who takes the ring can turn himself invisible for three at a time.I just don't see the imbalance in the standard items.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2817428, member: 29252"] High utility? Yes; very handy to be able to run away from someone, or to charge at them from outside their reach. But, umm..... where does it particularly hurt anything? I don't think I've seen a build where an extra 10 feet of movement broke the game.Only for reading strange old manuscripts; still need to know the language to actually tell the locals anything (good luck getting lodging in the town that only speaks Draconic, otherwise).Cuts down on it. But if someone, say, shakes your hand, they get a DC 11 will save to note that it's a fake appearence. Not so with the Disguise skill. Also, the lowly Detect Magic gives a spellcraft check to note that you've got Illusion on you. Which is kinda suspicious in any situation where you're trying to impersonate someone.They don't, really.See above. There's a lot more limitations to the Hat of Disguise than there appears at first glance. An item that gave a +10 bonus to the disguise skill could be used, then stored; at which point, you can walk around with not a spec of magic on you, and be mostly immune to getting called out. A hat of Disguise constantly calls out it's magic. Also, it's priced as Command-Word at caster level 1. The new you lasts 10 minutes, after which you have to speak the command word to re-activate it. Not good for impersonations lasting more than that. A hat of bonus to disguise? Not so much. A ring of Invisibility is foiled by See Invisibility (for the caster), a bat familiar and Glitterdust (for everybody), or partially foiled by Detect Magic (for the caster). Likewise, depending on interpertion, A ring of Invisibility must be activated every three minutes by Command Word (giving away your location). Of course, Invisibility is a Touch range spell, so doesn't fall under the little caveat of personal spells shouldn't be in items.You're forgetting: Fly 60 (good) for the boots, Fly 40 (Average) for the broom. The boots will let you hover over the field of battle and use the Summon Monster line, Full Attack a flying beast, or similar non-moving tasks. Try that with the broom, and you fall.Plenty, from here.See above. If the ring seems to powerful, it's because you either aren't being strict with Command-Word interpertation, or your opponents just don't know how to counter invisibility. Besides - attacking disrupts the ring just as it would the spell. Sure, you get maybe one sneak attack out of it, and you get past many guards, and similar, but it's hardly game breaking.Someone who buys the ring can use it on himself. Someone who has the spell can use it on another. A Sorceror-4 with Invisibilty can, once per day, turn an entire party of 4 (presuming a Charisma score of at least 14, of course) invisible for four minutes. Someone who takes the ring can turn himself invisible for three at a time.I just don't see the imbalance in the standard items. [/QUOTE]
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