Talk:Wrists Slot Magic Items: Difference between revisions

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  the bonuses to manaburning are painful, but how the temps scale needs some thinking to offset.  temps BEFORE provoke, or after?  could be another knob...  
  the bonuses to manaburning are painful, but how the temps scale needs some thinking to offset.  temps BEFORE provoke, or after?  could be another knob...  


bear in mind that casting defensively can NEVER provoke.  You are ''only'' checking to see if you lose the spell or not.
bear in mind that casting defensively can NEVER provoke.  You are ''only'' checking to see if you lose the spell or not. Which does beg the question... in my opinion, it would be more in keeping with how Epic Path works that defensive casting is 'do I provoke or not', instead of 'do I lose my spell or not'. (losing a spell is passive and boring; casting it but taking damage is active and interesting.)  I think the only reason it is currently the way it is, is because there is a line of feats (Spellbreaker?) that let you actually make an AOO on a failed concentration check, in addition to them losing the spell.  Since monsters rarely cast spells, these feats are pretty bad, so I would not object to changing this rule and deleting those feats.  Thoughts?
   
   
  sb+1, CL4, +1 to cast defensively, +1 temp hit point 1/enc
  sb+1, CL4, +1 to cast defensively, +1 temp hit point 1/enc

Revision as of 15:50, 28 August 2019

Harrowing Spell (Feat) item
spellguard bracers = add scaling bonuses to cast defensively, adds temp hitpoints when casting while threatened, adds +1 circle if manaburning a spell by at least two levels while threatened
the bonuses to manaburning are painful, but how the temps scale needs some thinking to offset.  temps BEFORE provoke, or after?  could be another knob... 

bear in mind that casting defensively can NEVER provoke. You are only checking to see if you lose the spell or not. Which does beg the question... in my opinion, it would be more in keeping with how Epic Path works that defensive casting is 'do I provoke or not', instead of 'do I lose my spell or not'. (losing a spell is passive and boring; casting it but taking damage is active and interesting.) I think the only reason it is currently the way it is, is because there is a line of feats (Spellbreaker?) that let you actually make an AOO on a failed concentration check, in addition to them losing the spell. Since monsters rarely cast spells, these feats are pretty bad, so I would not object to changing this rule and deleting those feats. Thoughts?

sb+1, CL4, +1 to cast defensively, +1 temp hit point 1/enc
sb+2, CL8, +1 cast, +2 temp 1/enc, +1 circle if manaburn two slots while defensive
sb+3, CL12, +1 cast, 1+spell level temps 1/enc, +1 circle for 2
sb+4, CL16, +2 cast, 1+spell level temps 1/enc, +1 circle for 2
sb+5, CL20, +2 cast, 1+spell level temps 1/enc, +1 circ for 2, +2 for 3
sb+6, CL24, +2 cast, 1+spell level temps 1/round, +1 circ for 2, +2 for 3
sb+7, CL28, +3 cast, 2xspell level temps 1/round, +1 circ for 2, +2 for 3
sb+8, CL32, +3 cast, 2xspell level temps 2/round, +1 circ for 2, +2 for 3
sb+9, CL36, +3 cast, 2xspell level temps 3/round, +2 circ for 2


longarm bracers = all increases inclusive...this should be expensive?  although the good all-melee isn't until epic... hrrrm

rename to farstrike bracers, add in the ability to change the damage type. 
change damage type, free action
 
base weapon damage can change to: 

bludge/buffet = abrasion, obliteration, or scouring
piercing/spindling = drilling, interstice, or stilling
slashing/hacking = ripping, flensing, or psychic

if there is a weapon magic property on the weapon, may choose that damage type as well. once set with that action, can be changed as a free with this item.

lb+1, CL6, +1 reach 1/round
lb+2, Cl10, +1 r 2/round, change damage type if desired to one other
lb+3, CL14, +1r 3/round, change damage type if desired to one other
lb+4 CL18, +2r 3/round, change damage type if desired to one other
lb+5, Cl22, +1r all melee, change damage type if desired to two other
lb+6, CL26, +2r, 4/round, change damage type if desired to two other
lb+7, Cl30, +2r, all melee, change damage type if desired to two other
lb+8, CL34, +3r, 4/round, change damage type if desired to three other
lb+9, CL38, +3r, all melee, change damage type if desired to three other


charm bracelet = complex item with a whole menu of effects? NAY! a set of one-purpose items that scale
avenging knight bracers = gain Smite a scaling number of times per day.  if already have smite, no effect
manacles of keeping = combine manacles of cooperation, shackles of compliannce, durance vile, make good
verdant vine bracer = makes a scaling number of goodberries per day, throw berry as ray weapon doing mighty fist of the earth effect as vines, use berry as barkskin, use berry as climbing beanstalk, vine strike, all scaling
slaughter berry, to match the victory berry thing
bracers of sworn vengeance = same mechanic, scale it as much as we want