Weapon Augment Crystals are wrong and dirty

These crystals are way too good and cheap. They replicate some costly feats for dirt cheap prices... Quick draw is one of them.

The vampiric stone is so abusive. Just have a new one to swap once the current stone hits the 30 or 50hp limit. The vampiric sword ability cost +2 enhancement and is just 1d6...
 

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Rashak Mani said:
The vampiric stone is so abusive. Just have a new one to swap once the current stone hits the 30 or 50hp limit. The vampiric sword ability cost +2 enhancement and is just 1d6...

Which is why no one ever goes out of their way to get a vampiric sword. Part of the reason for crystals is to allow players to add some of the +X cost special abilities that never get chosen over adding a straight +X to your weapon, because the abilities are too weak/specialized/etc.

While I think 24 hour attunement defeats the purpose, I would probably agree with not allowing swapping out of the same crystal just to get around the limits.

--Axe
 

They give up to three new magic item slots. I tell you, I was going for an armored mage before MIC came out, and after it did and we had a chance to purchase / commission some low level magic items I picked up a shield one and would have also picked up an armor one. Cheap extra abilities, and you don't don't break the bank.

As a side note, the weapon-less, shield-less, armor-less monk should feel left out.

Cheers,
=Blue(23)
 

MIC does comfirm that the Crystals ARE swappable. If you feel that is a bit too cheesy for you, you can make them need an hour to attune or something like that.
 


Blue said:
As a side note, the weapon-less, shield-less, armor-less monk should feel left out.

Play Eberron, turn them into Quori Embedded Shards, and stick them in the monk. You have to suffer for your art, right?
 

shilsen said:
Play Eberron, turn them into Quori Embedded Shards, and stick them in the monk. You have to suffer for your art, right?

It's not even really suffering. Just stick them on one of the classic chakras and go from there.

BTW, the thread title is just wonderful.

Brad
 

Eloi said:
I think, IMHO, the "one-power-at-a-time" limitation keeps the power of the Weapon Augment Crystal under control, and that removing that restriction leads to chaos.

However..

Adding neat powers to a Weapon Augment Crystal, under *extremely* limited circumstances, might be fun and acceptable. The improvements that I'm thinking about here are the improvements that could be made to a magic weapon, in the WIC, that simply cost money, and don't count as adding a "plus-equivalent". Having a Weapon Augment Crystal, with its one power, that also made the weapon Sizable (for +5000 g.p.) might be ok, with strict GM approval.
One thing I was thinking might be neat is an Intelligent augment crystal. One with decent special abilities, but also a fairly big Ego, that's always insisting upon being attached to the most impressive magic weapon in the party's possession.
 

Blue said:
They give up to three new magic item slots. I tell you, I was going for an armored mage before MIC came out, and after it did and we had a chance to purchase / commission some low level magic items I picked up a shield one and would have also picked up an armor one. Cheap extra abilities, and you don't don't break the bank.

As a side note, the weapon-less, shield-less, armor-less monk should feel left out.

Cheers,
=Blue(23)

Maybe he could slot them into his bracers of armor and amulet of mighty fists?

On a completely unrelated note, my players will not stop talking about these things. Not that I really blame them, mind you, since they're more reasonably priced than normal weapons, but man.
 

Kunimatyu said:
Maybe he could slot them into his bracers of armor and amulet of mighty fists?

Bracers of armor isn't a crazy idea. In fact, it is specifically allowed under the rules. MIC p 221. It appears that an amulet of mighty fists would work as well.

--
gnfnrf
 

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