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"Weenie List" of Ubiquitous & Popular Magic Items
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<blockquote data-quote="Magus_Jerel" data-source="post: 191095" data-attributes="member: 3940"><p>ok - as far as the haversack...</p><p></p><p>even WITH the errata - this should be a mea. Retrieving an item stowed in the pouch part of (and not strapped unto) the backpack itself is - at LEAST - a full round action.</p><p></p><p>The item does NOT give you the quickdraw feat. Gloves of Storing... are bad enough - but at least you can only do it with one item...</p><p></p><p></p><p></p><p>actually - the magic item equivalent of this supposed stacking is irrelevant once you acquire wings of flying - at 22,000 gp due to errata.</p><p></p><p>Note - since this gives you a fly speed ... the damm thing is enhanced by those blasted boots. </p><p></p><p>With boots your "fly move" is a sickening 180 feet per mea - 360 feet for a double move action - and a whopping 720 feet for a dive/full charge. The boots of S&S are BAAAAD news.</p><p></p><p>That wizzie better have some long range tactical spells prepared - as you can be in melee combat with a charge action (boots or otherwise) without having to spend a round inside the 20th level wizzie's medium range "kill zone" of 300 feet</p><p></p><p>And this is why firebal is "Range: Long"</p><p></p><p>When faced with the 720 foot charge... a wizard has to be above 8th level to smack you with his tactical long range spells. His magic items (namely wands of fireballing or enveneration) might not be of that caliber.</p><p></p><p>Now - if EVERY fight you have occurs at a fairly "close" range (inside 120 feet or so) this little fact becomes less relevant. When you are fighting at sea - or airborne... or even in the open field... or just about anywhere BUT a dungeon... range matters.</p><p></p><p></p><p></p><p></p><p>yep - they have to be on the friggin ground at the end of each jump, they have to jump in a fairly predictable "curve" - and jumping around when the ceiling is only oh... 10 to 20 feet high (most dungeons) can be hazardous to one's cranial health <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Not to mention that wings of flying take 0 item slots - whereas the boots take 1 slot, and the ring of jumping takes another.</p><p></p><p>Now - do you want some cheeze to go with that whine folks?</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 191095, member: 3940"] ok - as far as the haversack... even WITH the errata - this should be a mea. Retrieving an item stowed in the pouch part of (and not strapped unto) the backpack itself is - at LEAST - a full round action. The item does NOT give you the quickdraw feat. Gloves of Storing... are bad enough - but at least you can only do it with one item... actually - the magic item equivalent of this supposed stacking is irrelevant once you acquire wings of flying - at 22,000 gp due to errata. Note - since this gives you a fly speed ... the damm thing is enhanced by those blasted boots. With boots your "fly move" is a sickening 180 feet per mea - 360 feet for a double move action - and a whopping 720 feet for a dive/full charge. The boots of S&S are BAAAAD news. That wizzie better have some long range tactical spells prepared - as you can be in melee combat with a charge action (boots or otherwise) without having to spend a round inside the 20th level wizzie's medium range "kill zone" of 300 feet And this is why firebal is "Range: Long" When faced with the 720 foot charge... a wizard has to be above 8th level to smack you with his tactical long range spells. His magic items (namely wands of fireballing or enveneration) might not be of that caliber. Now - if EVERY fight you have occurs at a fairly "close" range (inside 120 feet or so) this little fact becomes less relevant. When you are fighting at sea - or airborne... or even in the open field... or just about anywhere BUT a dungeon... range matters. yep - they have to be on the friggin ground at the end of each jump, they have to jump in a fairly predictable "curve" - and jumping around when the ceiling is only oh... 10 to 20 feet high (most dungeons) can be hazardous to one's cranial health :) Not to mention that wings of flying take 0 item slots - whereas the boots take 1 slot, and the ring of jumping takes another. Now - do you want some cheeze to go with that whine folks? [/QUOTE]
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