Author Topic: The Armor & Weaponry Handbook  (Read 37801 times)

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Daniel678

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The Armor & Weaponry Handbook
« on: August 22, 2011, 05:06:03 PM »
    Here is my handbook on Armor and Weaponry. I'm going to try to make this as comprehensive as possible. As of now I have much of the weapons section done. I am planning on working on the weapon and shield sections next until I have them up to par with the weapons section. After that I will add in specific items.

    Something that I do want to do is to have a few highly modified example items. They would be what you want to get for certain builds or just some neat combos.

Weapon Combos
Adamintine + Dagger is a small knife that can cut through almost anything.
 
Bodyfeeder + Katori Resin + Elven Courtblade/Jovar/Great Falchon makes an Exotic two handed weapon that, with keen and kin crits more than 1/4 of the time for 4x normal damage. It also heals you half of that. This is great on any build that either does a lot of damage or relies on crits.

A Pitspawned Abyssal Bloodiron weapon gets +6 to confirm criticals.

A Doom Burst Enervating Cursespewing weapon gives an opponent -6 to saves and attack rolls on a crit. There is no save however only one of the effects stacks. Combine this with the Subjugating ability causes opponents to make a DC 20 will save when they are hit by the weapon. Since they should already be shaken from Doom Burst this will make them frightened for 5 rounds.

Sudden Stunning + Stunning Surge is very cheap and gets you 2 * Cha + 1 stun attacks per day who's DCs scale with your Charisma and level. One targets Ref and another targets Fort so you have some diversity there. Every high charisma melee character should pick up at least one of these.

Top 10 List

Weapons
Abilities
+1 Abilities
  • :lol [spoiler]Air Elemental Power (Large) (DMGII, p254):  :Top notch. I especially like these as they give the fighter some flexibility beyong 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels - just not necessarily in combat.  
    Aptitude weapon (BoNS): Flexibility for such a cheap cost makes this a great special ability.
    Dispelling, Greater (MIC, p33): The MIC comes through again. This makes Dispelling better, and extends its usefulness for a reasonable price.
    Divine Wrath (MIC, p33): Yowza. If you are a paladin in an undead heavy game, please go get now.  
    Eager (MIC, p34) Requires Melee: A must have for rogues, and pretty good for anyone else. Initiative bonuses are always welcome, esp. when they come so cheap.  
    Earth Elemental Power Large (DMGII, p257): See Air Elemental Power.
    Earthbound (ECS p266): If you arn't planning on flying this grants a nice UNNAMED bonus to attack and damage.  
    Energy Surge (MIC, p34): (Synergy) - Very good power, especially if you have high con. In all likelihood it will come into play more often than the burst powers, and it does WAY more damage. As always with energy damage, pick your energy type wisely. Note this replaces all the surge abilities from the DMGII.
    Fire Elemental Power Large (DMGII, p257 ): See Air Elemental Power.  
    Flying (MoF, p140) Requires Melee: What's not to love about animating your weapon and giving it the power of flight?
    Heavenly Burst (MIC, p36): Wow, MIC really fixed this power from * to *****. This is now a must have for good parties!
    Holy Surge (MIC, p36) Requires Melee: An extra 3d6 against evil creatures. Yes, please! This is another awesome one for paladins.
    Illusion Bane (MIC, p36): Thank you MIC! You fixed this ability but good. Now it is certainly worth considering, especially with the ignore miss chance power!
    Magebane (CA, p143): Nice, and effective against a whole range of creatures. Great if you can combine it with bane.
    Precise (MIC, p40): Free feat for a +1 bonus. Always a good tradeoff.
    Quick Loading (MIC, p41) Requires Crossbow: Anything that keeps a player in the game for longer is AOK by me.
    Soulbreaker (MIC, p44): (Synergy) Now that's what I'm talking 'bout. Negative level goodness at a pretty cheap price.
    Stunning Surge (MIC, p44): Oh look a DC that scales. This should be on all these abilities. Extra stars just for that!
    Warning (MIC, p46)Water Elemental Power Large (DMGII, p261): See Air Elemental Power.
    Whirling (MIC, p46) Requires Slashing Melee: Free feat for +1 - and it is the feat at the top of a long chain. Very nice!
    [/spoiler]
  • :clap [spoiler]Bane (DMG, srd ): One of the best out there, and if you are in a certain campaign or adventure, this one would rate :lol , easily. And its so cheap.  
    Berserker (MIC, p29, UE, p54): This is a great bonus for any barbarian to pick up.
    Bloodstone (MIC, p29) Requires Melee: If you have access to Vampiric Touch then you should consider getting this.
    Brutal Surge (MIC p30): Anything that provides combat options at a low opportunity cost is worth getting.
    Defending (DMG, srd ): This is a great bonus for anyone who doesn't want to attack with their weapon. It can be used with Greater Magic Weapon for a very cheap bonus.
    Dispelling (MIC, p33): Nice, and cheap, but consider that this ability will be less and less useful after 10th level.
    Enfeebling (BoED , p113): Only damages on a crit, but the damage stacks see ability damage in the DMG. Give it to your sneak attackers.
    Ki Focus (DMG, srd) Requires  Melee: Umm, YEAH! If you are a monk, then you need a weapon like this. Get one that can bypass each of the DR that your fists can not. Then layeth downeth the smack.  
    Lucky (SRD ): A nice ability. Probably only worth Smile but I bumped it 'cause I'm a sucker for the do-over aspect.  
    Martial discipline weapon (BoNS ): For a plus one bonus and the cost of one pretty good feat assuming you don't get stances from your class you get a plus 3 to hit. Not too shabby.
    Power Storing (SRD): This is spell storing for psionics, with the added bonus of manifesting as a swift action. Good stuff.
    Sacred (LMo, p77  ): Another sweet bonus if you are fighting undead regularly. Ignore this one otherwise.  
    Shattermantle (CoS, 146): Great synergy between fighters and spellcasters here.
    Smoking (LoD, p180): For all intents this is a nerf for improved grapple. Give this ability to your spellcaster's primary weapon.  
    Spell storing (DMG, srd): A personal fave of mine. Put it on a front line fighter's weapons, and fill it with all kinds of nasty touch spells. It's like your mage being there without all the hitting and pain and the like.
    Spellstrike (CoS, p146): Another winner. Better still, it does not state this has to be wielded to be used. See your DM before spending your cash!  
    Sure Striking (PGtF, p120): A weapon that auto-aligns depending on who you are fighting. For a +1 ability, this is pretty sweet.  
    Viper (SK, p152) Requires  Blades and Whips: Viper poison is nasty. This ability on a scourge gets outrageous pretty fast.
    [/spoiler]
  • :) [spoiler]Aquatic (Sw, p129): Very campaign specific, but if you are gonna be in the ocean, you must consider this one. See also Waterborn
    Binding (MIC, p29): This is very situation however it could be very good on a spare weapon.
    Blessed (MIC, 29 BoED , p113): Another solid +1 ability. Bypass DR and auto confirm crits. Good times.  
    Blood Seeking (CW, p134 ) Requires Ranged: Ignores cover, which can be invaluable to your second line snipers, and tapped out spellcasters. But it only works on certain monster types.  
    Corrosive (CoS, p146; DMGII, p256; Sw p129): Other than sonic, this is probably the best choice for an energy dealing weapon. Unlike sonic, the damage isn't nerfed.
    Diseased (UE, p54): For a +1 ability this is fairly nasty. It doesn't require a crit good, the fort save is low bad, it does ability damage good to 2 scores good, that doesn't stack bad. This is worse in the hands of a BBEG, 'cause a disease is the gift that keeps on giving to PCs. Most NPCs facing adventures are SO not worried about getting a disease.  
    Dislocator (MIC, p32): The change in MIC makes this much more reasonable. Put this ability on your missile weapons!
    Distance (DMG, srd ) Requires Ranged: Nice ability to keep your spell casters WAY out of combat.  
    Doom Burst (MH, p40): Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.  
    Fiercebane (MIC, p35): (Synergy) Solid, especially if you know what critters you will be facing regularly.
    Impaling (MIC, p37) Requires Piercing Melee: Makes a good holdout weapon for low BAB classes. Mix in other things like knockback to keep the burly fighter types away.
    Knockback (MIC, p38): Nerfed slightly in the MIC, but the cost was lowered as well. Still fun for missile users of for folks with reach.
    Maiming (MH, p40): like it, but I am a gambler. Look at it this way, 50% of the time your crits are better vs. 25-37.5% of the time they are worse. In the long run you are better off.  
    Merciful (DMG, srd ): :It's a free +1d6 that bypasses all energy resistances. This is good. So what if it's non-leathal; Unconscious + 1 round == Dead in D&D.  
    Mighty Smiting (MIC, p39)Morphing (Ud, p69): Another ability to allow a fighter to get through a type of DR. Use with other DR nerfing abilities.
    Psychokinetic (Srd): :Like sonic, this enhancement does unresistable damage, but also like sonic it only does an extra d4.
    Psychokinetic Burst (MIC, p41): (Synergy) Same as Sonic burst 'cept for the flavoring.
    Revealing (MIC, p42): Pretty good, as it nerfs invisibility, and gives extra attacks. Scales pretty well too.
    Rusting (SS, p54): Another fun one. DMs will especially like this one. Very good in martial campaigns, and OK to poor otherwise, it still is a doozie for the DM to use. Just don't do this sort of thing too often.  
    Sacred Burst (MIC, p42): (Synergy) Only good for undead campaigns. Otherwise skip it.
    Seeking (DMG, srd) Requires Ranged: Not bad to ignore all miss chances for a +1 bonus. Helps when firing into melee. I think this beats ghost touch too. It doesn't totally eliminate the incorporeal miss chance, but it can be beneficial in many more situations.
    Sizing (Ud, p69; CV p127): This is pretty much for a polymorphing spellcaster, and it is nice for them.
    Slow Burst (MH, p41): A nice effect, but we still have the Crit + Save problem. It does affect the uncritables though.  
    Sonic (MH, p41): Sonic damage is always good, shame this only does d4, but you will use this one long after you ditch your flaming sword.  
    Soulbound Weapon, Lesser (MoI ): If you use Incarnum, pick this one up - It gives you extra bonuses to hit and you can add certain special effect, making it flexable and powerful, albeit campaign specific.
    Souldrinking (MIC, p44): (Synergy) Temp hit points are nice. I can see the Death Knight using this to good effect.
    Stygian (MIC, p44): Negative levels are nice, but it limits the number of uses per day. So average ability.
    Teleporting (DMG, srd): Slightly better than returning, as it doesn't need a line of sight to get back to the wielder.  
    Thundering (DMG, srd): A very nice ability. Combine it with blessed for auto confirmed crits on evil critters. On a crit 1d8 or more! of an energy type that few can resist, plus potential deafening.
    Wounding (SRD): I am of two minds on this one. In some cases it is awesome, but in others it is worse than useless. Think of the campaign you are in, and pick this accordingly.
    [/spoiler]
  • :( [spoiler]Bloodfeeding (MIC, p29) Requires Melee: This adds a little less than 2 average damage. It can be good for some burst damage though.
    Bloodthirsty (Ud, p68): Not too impressive. The requirement to get the +2 to hit and damage bonus is pretty onerous. Great ability for DM's though.
    Brash (MIC, p30) Requires Melee: Barbarians's rages can last for a pretty long time. However if you find that you are falling out of your rage then you might want to get this.
    Dislocator, Great (MIC, p33): (Synergy) The DC may increase, but not enough, and the extra 30 ft is nice. I can see this being used well on a set vs. charges weapon.  
    Dragondoom (MIC, p33) Requires Melee: Rent this weapon when you go dragon slaying (large dragons only), otherwise don't bother.  
    Exhausting (SS, p54): Weak effect and requires a low save
    Frost (DMG, srd): Better than flaming but will still be commonly resisted.
    Ghost Strike (MIC, p35): (Synergy) So very cool to have when you need, but like Ghost Touch, you so seldom need it.
    Harmonizing (CoS, 146): OK for a bard, but most of the time combat doesn't last that long for this to be of any great benefit.
    Homeland Champion (CoV, p60): You need to stay in one country to keep the bonus. :lol if you can keep it.
    Impact (MIC, p37): See Keen
    Incorporeal Binding (MIC, p38): (Synergy) MIC nerfed this one, making it just not worth the cost.
    Keen (DMG, srd): This ability can be gotten through feats, other magical items, and spells.
    Last Resort (CW, p135): Very situation except in grapple builds.
    Mighty Cleaving (SRD): This is much better at lower levels. Once you get up against the big HP baddies, you will seldom need a second cleave in a round. Still, its always fun when your fighter gets to go to Cleveland
    Mindfeeder (MIC, p39): Another thematically cool ability, but really only useful if you can use psionics AND be pretty good at swinging a sword (and I think we all know who that might be!). If so then make this one a :)
    Returning (DMG, srd) Requires  Ranged: A very situational and useful property that can be gotten at a low cost from a weapon crystal.
    Shielding (MIC, p43) Requires Light Melee: Cool, but ultimately not too good power. Just use a buckler!
    Shock (DMG, srd ): Better than flaming but will still be commonly resisted.
    Stunning (MIC, p44): (Synergy) Middle to low DC and a critical is bleh. On the other hand, stunned is a nice condition. It leaves 'em open to the rogues.
    Swarmstrike (DS, p40): This weapon should be called Swarmbane. It's a pity that swarms are not exactly common.
    Venomous (MIC, p45): Only 3 times per day with an absurdly low DC. Not too good.
    Waterborn (ECS, p266): Very situational, however good in an aquatic campaign.
    [/spoiler]
  • :twitch [spoiler]Acidic Burst (MIC, p28): The elemental burst series is not very good. Unless you manipulate your weapon to have a high crit range and high crit multiplier don't get this.
    Arcane Might (MIC, p28) Requires Bows: This will almost always be worse than using the consumed spell. The bonus just isn't big enough.
    Chargebreaker (MIC, p31) Requires Melee: It's situational and requires a save.
    Dissipater (SRD ): Too situational
    Doomstrike (CoR, p42): Destroying weapons is bad.
    Dragonhunter (MIC, p33) Requires  Ranged : Too situational
    Drowcraft (Ud, p68): Destroying weapons is bad
    Fear Burst (MH, p40): Minor effect that requires a crit and allows a save.
    Flaming (SRD): Too many creatures have fire resistance.
    Ghost touch (SRD): Can be gotten with a weapon crystal or a spell.
    Profane (MIC, p40): Horrible unless you are undead :clap for undead
    Profane Burst (MIC, p40): Horrible unless you are undead clap for undead
    Resounding (MIC, p42) Requires Melee: Too small of a bonus
    Sacrificial Smiting (CoV, p60 ): Negative levels are bad
    Sundering (MIC, p44): Destroying weapons is bad
    Throwing (SRD): Why? Any Fighter worth his salt has quick draw. Heck if you have a +1 BAB, you can draw a new weapon with a move. So just draw the weapon you need. Forget about this one.
    Vicious (SRD): Weapons damaging their wielder are bad
    [/spoiler]
+2 Abilities
  • :lol [spoiler]Air Elemental Power Huge (DMGII, p254): Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels just not necessarily in combat.
    Earth Elemental Power Huge (DMGII, p256): See Air Elemental Power.  
    Fire Elemental Power Huge (DMGII, p257): See Air Elemental Power.
    Holy (DMG, srd): One of my faves in the +2 category. Yes it doesn't affect neutral or good characters, but think about how many times you actually fight those folks in a typical campaign. Plus, it bypasses DR, and does a flat out +2d6 damage. Nice! If you are in an evil campaign, or are a DM see Unholy.
    Transmuting (MIC, p45): Very cool power. I love the flexibility it gives you.
    Unholy (DMG, srd): See holy for details.
    Valorous (UE, p54): Another fun one. It is useful for specific characters, but it is VERY useful for them. Stacks with other charging feats and weapons.  
    Water Elemental Power Huge (DMGII, p261): See Air Elemental Power.
    [/spoiler]
  • :clap [spoiler]Banishing (MIC, p28): So much better in the MIC. It is now useful to the epic levels, and almost EVERY campaign ends up fighting hordes of extra-planars.  
    Blurstrike (MIC, p29 ): Man. If you have any sneak attack abilities, this one is a no brainer.
    Energy Aura (MIC, p34): The flexibility costs you, but not much. I like this one, mainly because you are not stuck if you run into a creature that is immune to your energy type.  
    Enervating (MIC, p34): Enervation is a great way to take down some big nasties, but it buffs undead, and it requires a crit to work no save, thank goodness. DMs consider giving your Necromancer an merciful enervating weapon. Blows from that weapon will heal his undead minions. MIC made it better by lowering the cost.  
    Fleshgrinding (MIC, p35): Solid ability, and it gets an extra star for coolness. Note this ability does not make your sword dance like Brittany
    Force (MIC, p35) Requires Ranged: This is a great power, since DR makes many ranged weapons useless at higher levels.  
    Metalline (Ud, p69): Many have claimed this is the best Special Ability in the game. You can follow the debate here . Still a very good one no matter how you slice it. This makes weapon specialization a viable option for a fighter.
    Parrying (MIC, p40): Very nice. Insight bonuses are hard to come by.
    Skillful (CA, p144): You can't beat this if you are a slow progression BAB class. Use it on a ranged weapon, please!  
    Subjugating (HoB, p130): This weapon really shines when used in conjunction with other fear effects. If you are not using other fear effects then don't bother with this.
    Vampiric (UE, p55): This one is a doozie. In the hands of a fighter, you can really rack up the extra HP - thats means you will need less healing, and can last longer in a fight.
    Weakening (MIC, p46): This one is great for a front line fighter. No crit, no save and it does ability damage. Yeah, this is a keeper!  
    [/spoiler]
  • :) [spoiler]Anarchic (SRD ): All the Law/Chaos special abilities are a little more campaign specific,
    Axiomatic (SRD): See Anarchic
    Collision (MIC, p31): An extra 5 pts of damage is always nice, but means less as you level up.
    Consumptive (MIC, p31): Fun power, and cool thematically, plus it does extra damage to the living. Great for DMs as well.  
    Disruption (SRD) Requires Bludgeoning : A must have for undead campaigns. If the DC seems low, remember that that is a save for each successful hit. And a fighter eventually is hitting on almost every full attack bonus swing. Even on a roll of 1 failing the save that may be only 4 rounds before the undead thingie goes pop.  
    Domineering (MIC, p33): Medium DC and its will, so its good against most of the heavy hitters. Shaken however is merely an OK condition.  
    Doom Burst (MIC, p33): Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.  
    Illithidwrought (Ud, p69 ): Gives an small insight bonus to attacks and damage, which is hard to find.
    Impedance (MIC, p37 )Paralyzing (MIC, p39)Psychic (MIC, p41): Expensive, but it can be worth it. Ya gotta be psionic, but it will scale with you in levels, and I like that.
    Shocking burst (SRD): Better than flaming or Icy. Still not that great.
    Sonic Burst (MH, p41): After further review we have decided to reverse our earlier call. 1st down sonic burst. for those of you who aren't from the US; this means that sonic burst is better than I initially thought, but still only average.  
    Soulbound, Greater (MIC, p43): Synergy - See soulbound
    Suppression (SRD): If you are psionic grab this one. It is a free dispel magic / psionics with each hit. It would rate better if it weren't campaign specific.
    [/spoiler]
  • :( [spoiler]Aquan (MIC, p28): Neat, but at +2 it is a little too specific for what you get.
    Auran (MIC, p28): Very limited in scope. Extra damage to earth subtypes? Wha?
    Burning (ECS, p266): Meh - fire damage. But you can set them on fire! With a DC of 11 - oh wel
    Deadly Precision (CA, 127): It's an ok ability if you are reliably able to land sneak attacks.
    Deflecting (CW, p134): OK, but only pick it up if you have a decent reflex save.
    Disarming (MIC, p32) Requires Melee : Eliminates penalties that don't come into play as often as the +2 bonus warrants.  
    Exit Wound (CW, p134) Requires  Ranged: Honestly, how often are all your foes lined up in a straight line for you. And then you'd have to be very lucky if it damaged the third rank. Give it props for looking cool though.  
    Explosive (CW, p134) Requires Melee: I don't like weapons that hurt me. Pass on this one unless you have a way to resist the hurty explosion.  
    Flaming burst (SRD): Try not to pick this energy type. But if you do, put it on a weapon that has a high critical multiplier. That way at least some fire damage may get through
    Icy burst   (SRD ): Better than Flaming, but only slightly so.
    Ignan   (MIC, p36): Way, way, way too specific for the cost.
    Illusion Theft (MIC, p37): Synergy - In specific campaigns this may be worth the extra +2 bonus, but there are better ways to spend your gold.  
    Mindcrusher   (MIC, p39): Even in a psionics heavy campaign this is too specialized for a +2 ability. If it was all psionics all the time this might rate : The changes in MIC allow non-psionics to be affected, so this is better, but still it only does 1 pt Wis damage.
    Psibane (MIC, p41): Very nice, but again, it suffers from being too campaign specific. If you are gonna be facing lots of 'mind stabby' critters you gotta have this one, else it just isn't worth it.
    Ravenous (CoR, p42): Evil Characters Only. Not nearly as good as Unholy, but it costs the same. Ravenous has the same restrictions, plus it only works for people with iterative attacks. Still pretty nice, but unless you want a flashy effect, stick Unholy on your weapon and be done with it.
    Terran (MIC, p45): See Ignan
    Vampiric (MoF, p141): Yet another weapon is killed by a low DC (and the fact that temporary hit points don't stack).
    [/spoiler]
  • :twitch [spoiler]Paralytic Burst (MH, p40): Crit + save medium Will + 1 round of effect. Bleeech
    [/spoiler]
+3 Abilities
  • :lol [spoiler]Cursespewing (MIC, p31): Oooof. Expensive, but NASTY. Couple this with keen, and when you crit it is like an instant 4 negative levels.
    Necrotic Focus (MIC, p39) Requires Melee: If you have an ability/energy drain ability TAKE THIS. If you do not then don't.
    Wrathful Healing (E&A, 20): This is one weapon that deserves a better rating than is on the chart. Suffice it to say that if your DM is crazy enough to let you take this then DO IT!
    [/spoiler]
  • :clap [spoiler]Air Elemental Power Greater (DMGII, p254): See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.
    Earth Elemental Power Greater (DMGII, p256): See Air Elemental Power
    Explosive (CW, p134  Ranged): Unlike the melee version this one is much more fun. Shoot it into crowds for added excitement.  
    Finesse (ECS, p266): Expensive, but you are getting a free feat here. Feats are HARD to come by, so if you are in the market this is a great ability.
    Fire Elemental Power Greater (DMGII, p257): See Air Elemental Power.
    Implacable (MIC, p37): Ouch. Very sweet power, and worth the cost. The cumulative effect is uber-nasty. Only, what a pain to keep up with all that extra bleeding damage.
    Radiant Holding (MoF, p140) Requires Ammunition: This effectively allows an archer to cast hold monster once per attack. It can also arguably go through a wind wall effect.
    Roaring (BoED, p114): High DC on the will save and no crit needed coupled with extra sonic! damage on a crit makes this a sweet special ability.
    Speed (SRD): An extra attack at your full bonus is always nice.
    Splitting (CoR, p42) Requires Ranged: I really like this enchantment, but there are some restrictions like you have to have precise shot. Still two arrows for the price of one? Sign me up.
    Water Elemental Power Greater (DMGII, p261): See Air Elemental Power.
    [/spoiler]
  • :) [spoiler]Clouting (CA, p143): No crit needed here, and while the DC for the save is low, you can use it to get that rogue out of your face.  
    Dissmisser (UE, p54): While this ability does not affect all creatures, the list is pretty broad. It requires only a Will save, but the DC drops the larger the HD of the victim.  
    [/spoiler]
  • :( [spoiler]Bodyfeeder (MIC, p30): Thematically Cool, but the extra HP don't stack with anything. Still it may save your butt!  
    Duststorm (Sst, p131) Requires Melee: The spell is nice, but with a fixed caster level and low damage, it is basically a battlefield control spell. Which is not so great for a +3 ability that takes a full round action to summon.
    Ethereal Reaver (MIC, p34): Not worth the high cost, even if you are a ghost hunter. Certainly not worth it if you are not!  
    Shadow Striking (ToM, 155): If you want this effect get Transmuting.
    Stalactite (Ud, p69): Meh. Turning your opponent to stone is fun and all, but it requires a crit AND a fort save.
    [/spoiler]
+4 Abilities
  • :clap [spoiler]Air Elemental Power Elder (DMGII, p254): See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.
    Earth Elemental Power Elder (DMGII, p256): See Air Elemental Power.
    Fire Elemental Power Elder (DMGII, p257 ): See Air Elemental Power
    Water Elemental Power Elder (DMGII, p261): See Air Elemental Power.
    [/spoiler]
  • :) [spoiler]Brilliant Energy (SRD): This one varies wildly based on the campaign; :lol in a martial / wartime themed campaign ; in an undead or construct campaign :twitch.
    Dancing (SRD): Very nice - equivalent to a haste spell, plus you can add +5 more specially abilities to your arsenal.  
    [/spoiler]
  • :( [spoiler]Righteous (BoED, p114): Stinky - just +2 to attack and damage and detect evil - Wheeee for a +4 special ability. Mitigated somewhat by the bonus type unnamed, but it only affect very naughty creatures.  
    Tentacle (Ud, p69): Like Vorpal swords, by the time you can afford this weapon, it is not very likely to come into play that often The DC is ridiculously low. Plus, ewwwww.
    [/spoiler]
  • :twitch [spoiler]Keeper's Fang (ECS, p266): Melee :Practically useless to PCs. Not much better for DM, unless he really wants to ruin a player's day. Not fun and very costly.
    [/spoiler]
+5 Abilities
  • :) [spoiler]Coup de Grace (SRD): If it wern't so costly, this would be a must have. As it is, it affect most creatures, is not limited per day, and has a high DC on its ability. Worth considering.
    [/spoiler]
  • :( [spoiler]Vorpal (DMG: srd): Meh - A cool effect, but it will only come into play about once every 30 hits or so. In effect this insta-kill works out to roughly 1 or 2 hit points per attack at CR of 16 assuming the beastie is at 1/2 hp already. And it doesn't work on about 1/3 of all the creatures. Well technically, it still beheads the lich, but its only an inconvenience to it. This makes it WAY too expensive for what you get.
    [/spoiler]
Priced Abilities
  • :lol [spoiler]Changeling (MIC, p31) 2000 gold Requires Spear: If you use a spear, then you must have this awesome enchantment.  
    Doomwarding (PGtF, p120 ) 38,500 gold: Worth every penny, as the chance to reroll saving throws, statistically speaking, is often better than a +5 item
    Spellblade (PGtF, p120) 6,000 gold: Are you kidding me. Best ability evah. How much is a ring of counterspells?
    Sudden Stunning (DMGII, p261) 2,000 gold Requires Melee: Another solid ability, that is VERY cheap, and handy in a pinch, with a DC that scales.
    Weapon of the Celestial Host (SGoS, p16) 2000 gold: Worth the price, at higher levels. Effectively, it's 2K for +1 Shield Bonus (on a Two-Hander, this is good), a Bullseye Lantern, and makes it unusable to enemies. It's really like Improved Buckler Defense (the feat) for 2K.
    [/spoiler]
  • :clap [spoiler]Hideaway (MIC, p36) 2000 gold: Changed significantly in the MIC, this is still cool, but more limited in usefulness to sneaky types now.
    [/spoiler]
  • :) [spoiler]Aquatic (MIC, p28) 2,000 gold: Very campaign specific, but if you are gonna be in the ocean, you must consider this one. See also Waterborn - Note: the MIC made this better by giving it a fixed gp price
    Everbright (MIC, p34) 2000 gold: This enchantment is worth it's price for giving the weapon immunity to acid and rusting effects. The blinding effect is worthless.  
    Finder (Ud, p69) 4,800 gold: If you are in an underground campaign, this one is a nice ability.
    Jumping (MoF, p140) 13,750 gold: There is a possibility that you will take more than one round to reach the ground due to the featherfall effect.
    Prismatic Burst (MH, p41 ) 30,000 gold: Despite the standard Crit and save combo, this enhancement gets props for being fun. Plus even a failed save still can hurt with this one.
    Screaming (MoF, 140): While this is an improvement on the Sonic weapon enhancement it will probably draw a lot of attention to the wielder.
    Shadowstrike (MIC, p43) 5,000 gold: Nerfed by the MIC, this is now more of a rogue only item, but its not too costly.  
    Sizing (MIC, p43) 5,000 gold: This is pretty much for a polymorphing spellcaster, and it is nice for them.  
    [/spoiler]
  • :( [spoiler]Illuminating (MIC, p36)  500 gold: Oh look, it glows! Pretty. On a completely unrelated note, how do all those monsters keep finding us?  
    Manifester (SRD) 12,000 gold: A few extra power points do not warrant this cost. Plus you have to use them on the same power. It can help in going nova, but after that its done for the day.
    Slow Burst (MIC, p43) 5,000 gold: A nice, cheap effect that requires a crit and a save. It could be nice on a build with a high crit and attack rate.
    [/spoiler]
  • :twitch [spoiler]Vanishing (MIC, p45) 8,000 gold: Hey, its cleave with a 60ft step. What fun! Shame its only once per day.  
    [/spoiler]
[/list]
« Last Edit: August 24, 2011, 04:04:21 AM by Daniel678 »

Daniel678

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Re: The Armor & Weaponry Handbook
« Reply #1 on: August 22, 2011, 05:06:13 PM »
Alloys
  • :lol [spoiler]Oerthblood (Dragon 351 p45) 6,000 gold: This is a fantastic weapon modification. The attack bonus is small but the on hit debuff is amazing.
    [/spoiler]
  • :( [spoiler]Pure Ore (Dragon 347 p47) 400/lb gold: The enhancement is inexpensive but doesn't do much either. It's worth it if your weapon is getting damaged but that really shouldn't be happening.
    [/spoiler]
Materials
  • :lol [spoiler]Aurorum (BoED, 38) 4000 gold: This is the best material for preventing your weapon from being permanently destroyed.
    Baatorian Green Steel (FC2, p99) 1000 gold Requires Piercing/Slashing: Spending gold on this becomes price effective after you have a +1 weapon.
    Dragonbone (Draco, p117) 100 gold Requires Bow: Extra range is always nice.
    Dragonfang (Draco, 117) 300 gold: This is the cheapest way to get add +1 elemental damage to your weapon. It's a shame that you need a Dragon's tooth to do so.
    Hizagkur (MoF, p179) 1,500 gold Requires Metal: This is great, although later on chances are that one or both energy types will be resisted.
    Katori Resin (FF, p110) *1.5 gold: Any crit based character will want to use this material. It can be used for free by any character who is already taking EWP.
    Pandemic Silver (CW, p136) 9,000-13,000 gold Requires Piercing/Slashing: Pandemonic Silver is one of the best materials for high level characters. However a lot of things will have immunity against it due to the effect's 3 subtypes.
    Thinaun (CW, p136) 10k-20k gold Requires Metal: This is THE material to have at high levels. Not only does it prevent your enemies from coming back but it also reduces your resurrection tax.
    [/spoiler]
  • :clap [spoiler]Adamantine (SRD) 3000 gold Requires Metal: The iconic super metal. It's fantastic if you want your weapons to be able to harm objects.
    Darksteel (MoF, 178) 1,500 gold Requires Metal: Extra damage for a flat cost is always good.
    Deep Crystal (srd) 1000 gold: This is a good option for mid-level psionic gishes.
    Fever Iron (MoF, p178) 1,500 gold Requires Metal: See Darksteel.
    Flametouched Iron (ECS, p127) 1000 gold: See Silver.
    Pearlsteel (SW, p128) 1,500 gold: This is a great bonus in underwater campaigns. Freedom of Movement makes it useless though.
    Starmetal (CA) 5000 gold: This could definetly be worth it in the right campaign. The main problem with it is that it only get's it's bonus against Outsiders while it's on the Material Plane.
    [/spoiler]
  • :) [spoiler]Bronzewood (ECS, p127) 500/lb gold Requires Metal: This is a good option for players who use the Hide skill and are outdoors a lot.
    Gold (MoF, p179) 1,500-7,000 gold: While this can be very expensive it is a good choice for any already exotic weapon or a Skillful weapon.
    Livewood (ECS, p127) *1.5 gold Requires Wooden: A druid gains a few intersting options with this.
    Obdurium (SBG, p35) 6,000 gold: This is Adamantine++. Unfortunetly it has the same amount of utility as Adamantine for twice the cost.
    Platinum (MoF, p180) 1,500-7000 gold Requires Metal: See Gold.
    Riverine (SW 128) 2000/lb gold: This is a fantastic material in many situations however it's vulnerabiliy to certain spells makes it a liability in the latter levels.
    Serren (BoED, 38) 4000 gold Requires Bow/Arrow/Bolt: Another situational material which is either amazing or useless.
    Zalantar (MoF, p180) +10/lb gold Requires Wood: See Darkwood. This gets and extra rating since it's so cheap.
    [/spoiler]
  • :( [spoiler]Abyssal Bloodiron (PH, 69) 10,000 gold: The big brother of Solarian Truesteel. It's pretty pricy but it does grant a good bonus and acts and Cold Iron.
    Darkwood (SRD) 2x gold Requires Wooden: There are a number of spells and abilities which only effect metal items. It's a bit pricy but this avoids that.
    Densewood (ECS, p127) 2x gold Requires Wooden: See darkwood.
    Dlarun (MoF, p178) 1,500 gold Requires Metal: See Darksteel.
    Duskwood (MoF, p178) 1,500 gold Requires Wood: See Darkwood
    Frystalline (BoED, 38) 2000 gold: See Silver.
    Gehennan Morghuth-Iron (A&E 14) 4000 gold: This is certainly an interesting tradeoff. However it really isn't worth the cost.
    Living Metal (MoF, p180) 100/b gold Requires Metal: This might be worth it if there is no other way to repair your weapon and it's getting damaged.
    Solarian Truesteel (BoED, 38 A&E 12) 1000 gold: It's a very small and situational bonus that also costs a lot.
    [/spoiler]
  • :twitch [spoiler]Blue Ice (FB, 80) 500 or 400/lb gold Requires Slashing or Iron: It doesn't offer anything special to weapons.
    Bronze (A&E, p12): See Stone/Bone
    Byeshk (ECS, p126) 1,500 gold: See Silver.
    Iron, Cold (SRD) 2 gold Requires Metal: See Silver.
    Iron/Steel (srd) *1 gold: This is the standard material.
    Mithral (SRD) 500/lb gold Requires Metal: Mithral doesn't do anything for weapons.
    Mundane Crystal (DMG, srd) *1 gold: The weapon is considered to be made out of metal so it's exactly the same as Iron except for it's appearance.
    Riedran Crysteel (ECS, p127) 1,500 gold Requires Metal: It would be great if the enhancement bonus stacked.
    Rimfire Ice (FB, 80) 750 gold Requires Wood: Chances are that at some point this will vanish out of your hands in a puff of steam. It can be good in certain campaigns though.
    Silver (SRD) 20-280 gold Requires Steel: If you fight a lot of creatures who's DR can be pierced by this then get it.
    Stone/Bone (A&E, p12): This is definetly not something you want to make your weapon out of if you can help it.
    Targath (ECS, p127) 30-200 gold: See Silver
    [/spoiler]
Modifications
  • :lol [spoiler]Elvencraft (RoW, p166) 300 gold Requires Bow: This should be on every archer's bow.
    Long Range (Dragon 358 p42) 100 gold Requires Bow: Anything that gets the squishies away from combat is good.
    Oil Chamber (DS, p33) 1000 gold: If you use poison and are immune to it then you will want to use this.
    Razor Sharp (Dragon 358 p42) 1,000 gold Requires Slashing: While this definetly wouldn't be something to pick up at level 2 it starts to be pretty cheap later on.
    Wand Champer (DS, p34) 100 gold: With this a player can wield 3 wands, a buckler, and a weapon at a single time. It is definetly one of the best modifications.
    Weapon Capsule Container, Triple (CA, 121) 450 gold: This can apply three different poisions to a single weapon in a single swift action. Any player who uses poisons should get this.
    Weapon Capsule Retainer (CA, p122) 100 gold: This is great for using either Ghostblight, Quicksilver or a poison. Upgrade to a Triple Retainer as soon as possible.
    [/spoiler]
  • :clap [spoiler]Basket Hilt (Dragon 358 p39) 50 gold Requires Sword: +4 to resist disarm
    Disguised (Dragon 316, p40) 50 gold Requires Dagger: There is no reason not to get this on a dagger.
    Ornate (Dragon 358 p42) 400 gold: This is great for the party face.
    Quicksilver/Iron-Filled (Dragon Annual 5, p28) 5000 gold Requires Not Small: I don't have the book and the description of this that I have isn't that good so I'll put in anyone's description if someone wants to do a write on up.
    Serrated (Dragon 358 p43) 600 gold Requires Piercing/Slashing: Up to 4 damage per attack for 600g is pretty good.
    [/spoiler]
  • :) [spoiler]Enhanced Bracing (Dragon 358 p40) 100 gold Requires Spear/Polearm : I really don't like bonuses that depend on your opponent's actions. That said this could be worth it if you have a DM who loves to charge.
    Folded Metal (Dragon 358 p40) 200 gold Requires Metal: See Resilient.
    Folding (Dragon 316, p40) 75 gold Requires Non-composite bow: It costs almost nothing and so is worth the cost.
    Hollow Hilt (DS, p33) 200 gold: This can be a great modification but it is reliant on being creative about what you stuff in there.
    Perfect Balance (Dragon 358 p42) 100 gold Requires Melee: This is rather situational, get it if you use Total Defense a lot.
    [/spoiler]
  • :( [spoiler]Acid Washed (Dragon 358 p39) 100 gold: See Resilient.
    Blood Groove (Dragon 358 p39) 100 gold Requires Sword: See Resilient.
    Deceptive (Dragon 358 p40) 800 gold: This is rather expensive. It could be worth it on an adamantine dagger.
    Dwarvencraft (RoS, p159) 600 gold Requires Metal/Stone: See Resilient.
    Resilient (Dragon 358 p42) 200 gold: This is worth it if your weapon is frequently getting damaged.
    [/spoiler]
  • :twitch [spoiler]Breakaway (Dragon Annual 5, p28) 1000 gold: There are many ways to conceal a weapon. The better ones don't require tearing it apart.
    Modular (Dragon 316, p40) 150 gold Requires >5lb: There are easier ways to destroy your weapon.
    [/spoiler]
Crystals
  • :lol [spoiler]Crystal of Return (MIC, p65) 300 - 4000 gold: The first tier provides a feat. The second and third tier are the cheapest way for a thrower to get returning.
    [/spoiler]
  • :clap [spoiler]Crystal of Energy Assault (MIC, p64) 600 - 6000 gold: Why would these rate better than the weapon special abilities? Mainly because of the flexibility. You can afford to keep two in your pocket, and attach them as needed. Now something that was once an inherent part of your weapon is much more flexible.
    Demolition Crystal (MIC, p65) 1,000 - 6000 gold: The first two tiers provide good situational advantages. The last tier is mandatory for a rogue who fights constructs.
    Fiendslayer Crystal (MIC, p65) 1,000-5000 gold: Extra damage is always good, especially when it's against a common enemy type.  The second tier isn't that much of a bonus but the third tier is great if you are frustrated by teleporting fiends.
    [/spoiler]
  • :) [spoiler]Revelation Crystal (MIC, p66) 400 - 5,000 gold: A wonderful example of what these crystals should be used for. Not ever creature you fight will be invisible, so why add a permanent ability to your weapon? On the other hand, when you do fight invisible baddies it's grand to have that ability for a short while.
    Truedeath Crystal (MIC, p66) 1,000 - 10,000 gold: The first tier is ok, the second and third are situational but invaluable if you need them.
    Witchlight Reservoir (MIC, p66) 5,000 gold: Flexibility, and such a cool theme. I like it, but it will cost you a bit, and it doesn't scale too well except maybe the wine effect.
    [/spoiler]
  • :( [spoiler]Crystal of Arcane Steel (MIC, p64) 500 - 6,000 gold: Clearly these crystals are for gishes, and not of much use to anyone else. The fact that it gives insight bonuses is a major point in its favor, but I am not so sure it is worth the price.
    Crystal of Illumination (MIC, p64) 100 - 1000 gold: The issue I have here is, what happens when you are using this in otherwise pitch blackness, and you need to use another crystal. You are hosed. So this crystal kinda flies in the face of the flexibility that these items are supposed to provide.
    Crystal of Lifedrinking (MIC, p64 ) 400 - 6000 gold: Good, but kinda on the low side of the healing available vs. cost given character wealth. That is to say, each version is really only useful for a few levels.
    Crystal of Security (MIC, p65) 300 - 3000 gold: This is one of those things where if you run a regular risk of being disarmed, then by all means. But how many times have you been disarmed? Its not like you can look at a person and say, "Oh man he looks like he has improved disarm. Better get my crystal out!"
    [/spoiler]
  • :twitch [spoiler]Crystal of Adamant Weaponry (MIC, p64) 300 - 3,400 gold: If you are the PC you shouldn't sunder stuff! If you are the DM you are gonna tick people off if you sunder all their stuff. Why drop a load of cash on something that you may use once, and can be fixed more cheaply with a spell.
    Phoenix Ash Threat (MIC, p65) 500 - 6000 gold: Small amounts of fire damage isn't that useful. It may be worth picking up the least version early on when 1 damage means something however it will quickly be obsoleted by higher health pools and resistances.
    [/spoiler]
Templates
  • :lol [spoiler]Feycraft (DMG II, p274) 1,500 gold Requires light/1h: A feat is worth much more than some gold and reduces damage. It is also worth noting that Feycraft is the only template that can be stacked with the other templates.
    Githcraft (DMG II, p276) 900 gold Requires Bladed: This is a little bit situational but it can be worth it in an anti-psionics campaign.
    Gloryborn (DMG II, p277) 600 gold: If you are a charger then take this and go down in glory!
    [/spoiler]
  • :clap [spoiler]Hellforged (DMG II, p277) 600 gold: This is a good option for any melee character.
    Pitspawn (DMG II, p278) 1000 gold: This is the template of choice for any crit based character.
    [/spoiler]
  • :( [spoiler]Soulforged (DMG II, p279) 800 gold: This weapon is both situational and reactionary. Neither is good on a weapon.
    [/spoiler]
  • :twitch [spoiler]Fireshaped (DMG II, p275) 800 gold Requires Metal edge: A bonus against cold creatures? How often do you see those?
    [/spoiler]
« Last Edit: August 23, 2011, 02:15:33 PM by Daniel678 »

Daniel678

  • Barbary Macaque at the Rock of Gibraltar
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  • Posts: 199
Re: The Armor & Weaponry Handbook
« Reply #2 on: August 22, 2011, 05:06:21 PM »
Armor
Abilities
+1 Abilities
  • :lol [spoiler]Death Ward (MIC, p10): Fighters won't care about this one too much, but this is a must have for low fort save characters. At only +1 and with auto activation compare this to the +4 bonus that does the same thing, only more times per day
    Fortification, Light (SRD): You are a squishy meatbag, and criticals can do you in quickly. Remember that criticals ALWAYS swing the favor of a campaign to the bad guys, so anything you can do to nerf this is very good.
    Ghost Ward (MIC, p11): I love this one. With Magic Vestment, and this on your armor and shield you can add +10 to your touch AC. YES PLEASE!
    Soulbound (MIC, p14): If you are using the magic of incarnum, then this is killer. If not you are likely looking at the writeup going what the hell?? 
    [/spoiler]
  • :clap [spoiler]Blurring (MIC, p9): As per the spell. Consider combining with mirror image. 
    Displacement (MIC, p10): You can only use it once per day, but 'cmon its frickin' Displacement.
    Mobility (MIC, p13) Requires Light: Grants a pretty good feat for a +1 bonus. I'll buy it.
    Twilight (MIC, p15): +1 Special Abilities
    [/spoiler]
  • :) [spoiler]Anchoring (MIC, p6): Ask yourself, how many times will you be bull rushed, tripped or overrun in your adventuring career? You might consider it if this is a common tactic for your PC, especially if you are a tripper.
    Anchoring, Greater (MIC, p6): (Synergy) See Anchoring
    Energy Defense (MIC, p11): (Synergy) The MIC changed a lot that was wrong with this ability. It is much cheaper now, and it last for most of the daily encounters.
    Focused (Cadv, p127): Specifically there to nerf thieves. And it does this well. It is also useful in other situation thus the rating.
    Nimbleness (MIC, p13): Good for Gishes and rogues.
    Variable (MIC, p15): Interesting ability. Makes a tower shield useful.
    [/spoiler]
  • :( [spoiler]Acidic (MIC, p6): Acid is the "best" element, but this only works when grappled. Very Meh, and useless after low level.
    Ectoplasmic Feedback (MIC, p10): Way too specific to be worth wasting a slot on your armor.
    Malleable (Ud, p70): Another campaign specific armour. But even if you will spend your entire career in a cave, this is still medocre at best.
    Nacreous (Sw, p129): Campaign Specific: designed for fighters who are going to be underwater, but DM may consider giving it to a foe with the right type of DR.
    Paired (MH, p40): This one is for DM or if you are in a military campaign. Otherwise, it ain't gonna help your standard gaming group.
    Sanctuary (SS, p54): The will save on this ability is much too low to last a career.
    Styptic (MIC, p15): Another ability that is sweet when you need it and a burden when you don't. At least it is cheap.
    [/spoiler]
  • :twitch [spoiler]Dragondodger (MIC, p10) Requires Light: Terrible. Even in a dragon heavy campaign, you might get breathed on 10 or 12 times. No, save your cash for something else.
    Drowcraft (Ud, p70): A terrible bonus for players, but good for the DM. Still it is NO FUN to see that great armor of yours become useless, so DMs use it sparingly.
    [/spoiler]
+2 Abilities
  • :clap [spoiler]Axeblock (MIC, p7): DR is a good thing, and this is cheap!
    Blurring, Greater (MIC, p9): See Blurring, but consider this one carefully. It is likely that the regular old blurring will be more than what you need.
    Energy Immunity (MIC, p11): Its the flexability here that makes this one so nice; and the MIC made it cheaper. Go figure.
    Hammerblock (MIC, p12): DR is a good thing, and this is cheap!
    Soulbound, Greater (MIC, p14): See Soulbound
    Spearblock (MIC, p14): DR is a good thing, and this is cheap!
    [/spoiler]
  • :) [spoiler]Angelic (BoED, p112): The sacred bonus to AC is nice, but expensive for the benefit. The +4 to saves vs. evil spells won't come into play often enough.
    Beastskin (MIC, p7): Too character specific to be a must have, but very good for Druids.
    Illithidwrought (Ud, p70): Another one that is better for DMs, but a +1 insight bonus to AC is still nothing to sneeze at.
    Retaliation (MIC, p14): Yeah - I'm not too fond of the "you get hurt when I get hurt" abilities. Still - this is one of the better ones.
    Sacred (BoED, p112): It doesn't take much of a bonus (or minus) to make turning into a great tool. Plus your turn check may fuel other special abilities. Thus while this has limited appeal, for those who need it this is a must have.
    [/spoiler]
  • :( [spoiler]Empyrcal (BoED, p112): This is not so good. It would be better if it didn't add the most common bonus type. AND consider that you will have to go to +5 on enhancement bonuses to get max benefit, costing you other special abilities.
    [/spoiler]
  • :twitch [spoiler]Power resistance (13) (SRD): See Spell Resistance
    Spell resistance (13) (SRD): By the time you can afford this +2 ability you will likely be facing 11th level casters - or higher (Remember the BBEG typically has a higher Level than you) so for a couple of levels you may have a 1 in 20 chance of stopping a spell. After that it is useless. YUCK!
    [/spoiler]
+3 Abilities
  • :lol [spoiler]Fortification, Moderate (SRD): See other fortification abilities for details
    [/spoiler]
  • :clap [spoiler]Fortifying Defense (DMGII, p251): (Synergy) I like these as they help out your buddies also.
    Gleaming (SRD): A constant 20% miss chance is worth a +3 bonus.
    Vanishing (MIC, p15): Completely undetectable twice per day is great for any character, but especially nice for you sneaky folks.
    Wild (SRD): Holy cow! If you can wild shape this one is a must have. For added munchkin-y goodness ask your DM if special abilities of the armor are available in wild -shape form as well. Don't tell her I told you to ask though.
    [/spoiler]
  • :) [spoiler]Exalted (BoED, p112): The constant 'prot from evil' is nice, but when was the last time you got attacked by an unholy weapon, let alone had vile damage thrown at you. This makes a little too expensive for the benefit.
    Halfweight (Ud, p70): Expensive, but you are buying a feat here. Great for sneaky types, or a gish build.
    Roaring (MIC, p14): Missle Reflection is OK. Won't be useful in the later levels, but a +4 competence bonus to initiative is worth it.
    [/spoiler]
  • :( [spoiler]Ghost Touch (SRD): For as often as this will come up in a game, +3 is really WAY too much for what you get. Look at the Ghost Touch Armor spell in the Spell Compendium. Put it on a scroll, then pocket the difference (less my 10% consulting fee of course.)
    Invulnerability (SRD): 5 point DR vs. magic. That is hardly invunerable. Too expensive for what you get, when you can afford your +3 armor enhancement, 5 points will be a drop in the bucket - assuming they can't just bypass the DR naturally.
    [/spoiler]
  • :twitch [spoiler]Power resistance (15) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell resistance (15) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    [/spoiler]
+4 Abilities
  • :lol [spoiler]Radiant (MIC, p13): Expensive, but 10 points off WHATEVER ENERGY you are hit with is a good ability. If you want to be a grappler then get this and light yourself on fire to deal some extra damage. Monk can also soak their fists in oil and light them on fire for the lulz.
    [/spoiler]
  • :clap [spoiler]Fortifying Defense (DMGII, p251): This is one of those abilities that aid your compaitriots, so it gets plusses in my book.
    [/spoiler]
  • :) [spoiler]Soulfire (BoED, p112): This is a nice one, but when compared to the Death Ward special ability, it is very expensive. The question is - how many death effects are you likely to face in a given day. And do ya feel lucky?
    [/spoiler]
  • :twitch [spoiler]Power resistance (17) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell resistance (17) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    [/spoiler]
+5 Abilities
  • :lol [spoiler]Fortification, Heavy (SRD): See other fortification abilities for details
    [/spoiler]
  • :clap [spoiler]Fortifying Defense (DMGII, p251): Pretty good ability, but ironically it may be better to do this with an ability that is less than 100% immune to crits
    Freedom (MIC, p11): This one will cost you, but you get a continuous freedom of movement. That means NO GRAPPLES; which nerfs the worst special attack of many monsters.
    [/spoiler]
  • :) [spoiler]Proof against Transmutation (CA, p142): Good for fighters, but essential for mages. Put this on your bracers!
    [/spoiler]
  • :twitch [spoiler]Power resistance (19) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell resistance (19) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell Trapping (DMGII, p252): Nice try, but it is still paired with a very lame power. Once you get to aford this you can almost guarentee that the enemy will not fail that 21+ caster level check.
    [/spoiler]
Priced Abilities
  • :lol [spoiler]Aporter (MIC, p6) 20,000 gold: Expensive for only twice per day, but it is a great way to get out of a grapple (or to port out of a monster's belly, and it cheaper than freedom. The MIC made this one much better by more then halving the price!
    Bane Blind (MIC, p7) 15,000 gold: Costly, but WOW! Total concealment - this nerfs sent, tremorsense, all of it. Well worth it for the sneaky types.
    Heraldic Crest, Courage (HoB, p130) 4,000 gold: Get this for the increased initative. That makes all the difference at higher levels.
    Mirror Image (SS, p53) 20,000 gold: Are you kidding me? 3 times per day. What fighter wouldn't want this? It gives the fighter an 86% (or more) miss chance! Combine with blurring for maximum fun.
    Xorn Movement (Ud, p70) 36,000 gold: Expensive, but you get burrowing for 9 mins / day - much more that you are likely to need it.
    [/spoiler]
  • :clap [spoiler]Called (MIC, p9) 2,000 gold: I like it, it has crunch, it has flavor, and the price is right. Now there is no need for Glammered armor.
    Deepdweller (MIC, p10) 12,000 gold: I think this is supposed to replace Deep, with a new price, but there are some subtle differences so I submit both here for completeness. Anyway, never take Deep - only take Deepdweller.
    Fearsome (MIC, p11) 15,000 gold: The DC save is low, but you still get an effect that is pretty good even if they make their save.
    Floating (SRD) 4,000 gold: So cheap. If you are around water this beats any other water type abilities hands down, and is a no brainer. (Only reason it didn't get 5 was because it is campaign specific.) Also compare to bouyant before you buy.
    Healing (MIC, p12) 8,000 gold: Auto heal when dying is nice. Better at lower levels, before you run into the 'save or die' spells, but still very useful. And now MUCH cheaper.
    Healing, Greater (MIC, p12) 24,000 gold: Auto heal when dying is nice. This property was added to make the healing scalable, which I like, and is smart design wiork..
    Masking (MIC, p12) 40,000 gold: If you need to not be seen, then this is a must have. The caster check to bypass the effect is reasonably high.
    Mindarmor (MIC, p13) 3,000 gold: Good for bumping up your will save, with an untyped get bonus type. The new price makes it a must have for your tank, 'Sir Gullible'
    Proof against Enchantments (SS, p53) 50,000 gold: Effectively a mind blank spell with 3 uses. Very nice enchantment for easily swayed fighter types.
    Slippery Aura (DMGII, p252) 45,000 gold: Double saves are cool and you get to share this with your friends!
    [/spoiler]
  • :) [spoiler]Acid resistance (SRD) 18,000 gold: All the resistance special abilities keep pace with the damage output very well. It will never stop all the energy damage, but it will get about 1/2 of it on average. You get less bang for your buck at the higher levels, but the lower levels do not scale well at all. Ask your DM if you can improve the resistance by paying the difference. Works very well with Improved Evasion.
    Acid resistance, Greater (SRD) 66,000 gold: See Acid Resistance
    Acid resistance, Improved (SRD) 42,000 gold: See Acid Resistance
    Balance (MIC, p7) 3,750 gold: How often do you make balance checks. If it is once or twice an gaming session then these might be woth the price. Still Balance is no Diplomacy.
    Balance, Greater (MIC, p7) +18,750 gold: (Synergy) See Balance
    Balance, Improved (MIC, p7) 11,250 gold: (Synergy) See Balance
    Cold resistance (SRD) 18,000 gold: See Acid Resistance
    Cold resistance, Greater (SRD) 66,000 gold: See Acid Resistance
    Cold resistance, Improved (SRD) 42,000 gold: See Acid Resistance
    Daylight (MIC, p9) 3,000 gold: Not too shabby for the cost. But don't rely on this for your primary light source.
    Easy Travel (MIC, p10) 1,500 gold: Cheap, but very campaign specific - and really not of too much good unless every armored person in the party has a set.
    Electricity resistance (SRD) 18,000 gold: See Acid Resistance
    Electricity resistance, greater (SRD) 66,000 gold: See Acid Resistance
    Electricity resistance, improved (SRD) 42,000 gold: See Acid Resistance
    Fire resistance (SRD) 18,000 gold: See Acid Resistance
    Fire resistance, greater (SRD) 66,000  gold: See Acid Resistance
    Fire resistance, improved (SRD) 42,000 gold: See Acid Resistance
    Heraldic Crest, Glory (HoB, p130) 11,000 gold: The damage incrase is OK, but herosim makes this ability.
    Heraldic Crest, Valiant Defense (HoB, p130) 6,000 gold: Not too shabby for the price.
    Landing (MIC, p12)Linked (MIC, p12) 6,000 gold: Nice ability, but you gotta pay for it for every person in your party who will use it, so the costs can get up there.
    Menacing (MIC, p13) 30,000 gold: The DC is low (unless you give it to a Paladin or Sorcerer), but it scales with the PC, and there is an effect even if you make the save! The new price makes this even better.
    Phasing (SRD) 66,520 gold: Another 'wall nerfing' ability, that is average for the price.
    Quickness (MIC, p13) 5,000 gold: This one is for all the dwarves in the house. Add it to a monk's bracers for cheesy goodness.
    Sailing (SS, p53) 20,000 gold: Campaing specific, but if you are going to be on a ship, this is a VERY nice enchanment.
    Scorpion Carapace (Sst, p130) 32,000 gold: Campaign specific: Two pretty good feats, but really only worth in in sandy areas (ie the desert)
    Seeing (SRD) 6,000 gold: Not too bad, but a little too small a bonus / benefit to really balance out the price.
    Shadow (SRD) 3,750 gold: Obviously designed for the sneaky types. The price is right, making this a must have for the stealthy ones. Doesn't scale up so well on a cost / benefit, so it is better at lower levels. For the cost of the most expensive special ability you could dimension door past the guards.
    Shadow, improved (SRD) 15,000 gold: See Shadow
    Silent moves (SRD) 3,750 gold: See Shadow
    Silent moves, improved (SRD) 15,000 gold: See Shadow
    Slippery Mind (DMGII, p252) 45,000 gold: You get a double save, but it is limited in scope, so the cost drives down this rating.
    Sonic resistance (SRD) 18,000 gold: See Acid Resistance
    Sonic resistance, greater (SRD) 66,000 gold: See Acid Resistance
    Sonic resistance, improved (SRD) 42,000 gold: See Acid Resistance
    Speed (MIC, p14) 6,000 gold: Haste is great, but the duration is VERY short.
    Stonemeld (Unknown) 80,000 gold: Costly, but the DR 5/- is always welcome, plus you can meld with stone. How cool is that?
    Undead controlling (SRD) 49,000 gold: Campaign Specific: Good in any campaign, but too expensive to just slap it on a suit of armor for 'just in case'
    Whirlwind (Unknown) 90,000 gold: Nice, but kinda expensive for the ability to fly. The whirlwind ability doesn't add that much.
    Woodwalk (MIC, p15) 9,000 gold: If you are going to be outdoors this is a killer special ability.
    [/spoiler]
« Last Edit: August 24, 2011, 02:47:21 AM by Daniel678 »

Daniel678

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Re: The Armor & Weaponry Handbook
« Reply #3 on: August 22, 2011, 05:06:31 PM »
Shields
Abilities
+1 Abilities
  • :lol [spoiler]Death Ward (MIC, p10): Fighters won't care about this one too much, but this is a must have for low fort save characters. At only +1 and with auto activation compare this to the +4 bonus that does the same thing, only more times per day
    Fortification, Light (SRD): You are a squishy meatbag, and criticals can do you in quickly. Remember that criticals ALWAYS swing the favor of a campaign to the bad guys, so anything you can do to nerf this is very good.
    Ghost Ward (MIC, p11): I love this one. With Magic Vestment, and this on your armor and shield you can add +10 to your touch AC. YES PLEASE!
    Soulbound (MIC, p14): If you are using the magic of incarnum, then this is killer. If not you are likely looking at the writeup going what the hell?? 
    [/spoiler]
  • :) [spoiler]Anchoring (MIC, p6): Ask yourself, how many times will you be bull rushed, tripped or overrun in your adventuring career? You might consider it if this is a common tactic for your PC, especially if you are a tripper.
    Anchoring, Greater (MIC, p6): (Synergy) See Anchoring
    Bashing (SRD) Requires Light & Heavy: Meh. If you want to be a two-weapon fighter then just do it.
    Energy Defense (MIC, p11): (Synergy) The MIC changed a lot that was wrong with this ability. It is much cheaper now, and it last for most of the daily encounters.
    Focused (Cadv, p127): Specifically there to nerf thieves. And it does this well. It is also useful in other situation thus the rating.
    Variable (MIC, p15): Interesting ability. Makes a tower shield useful.
    [/spoiler]
  • :( [spoiler]Acidic (MIC, p6): Acid is the "best" element, but this only works when grappled. Very Meh, and useless after low level.
    Blinding (SRD): OK at lower levels, but it effects friend and foe, and that DC is too low for it to be of much use past 7th level or so.
    Malleable (Ud, p70): Another campaign specific armour. But even if you will spend your entire career in a cave, this is still medocre at best.
    Nacreous (Sw, p129): Campaign Specific: designed for fighters who are going to be underwater, but DM may consider giving it to a foe with the right type of DR.
    Paired (MH, p40): This one is for DM or if you are in a military campaign. Otherwise, it ain't gonna help your standard gaming group.
    Ranged (MIC, p13) Requires Non-Tower Shields: Fun, and very cool looking, but kinda useless in the long run.
    Sanctuary (SS, p54): The will save on this ability is much too low to last a career.
    [/spoiler]
  • :twitch [spoiler]Arrow Catching (SRD): Ugh. Not only does it put you in the line of fire, but it also insists that you use your max enhancement bonus to get the max benefit. I can see a knight using this one, but in general, just say no.
    Drowcraft (Ud, p70): A terrible bonus for players, but good for the DM. Still it is NO FUN to see that great armor of yours become useless, so DMs use it sparingly.
    [/spoiler]
+2 Abilities
  • :clap [spoiler]Axeblock (MIC, p7): DR is a good thing, and this is cheap!
    Ectoplasmic Wall (MIC, p11): Pretty sweet for battlefield control, and it can get you out of a bad combat situation quickly.
    Energy Immunity (MIC, p11): Its the flexability here that makes this one so nice; and the MIC made it cheaper. Go figure.
    Hammerblock (MIC, p12): DR is a good thing, and this is cheap!
    Soulbound, Greater (MIC, p14): See Soulbound
    Spearblock (MIC, p14): DR is a good thing, and this is cheap!
    [/spoiler]
  • :) [spoiler]Angelic (BoED, p112): The sacred bonus to AC is nice, but expensive for the benefit. The +4 to saves vs. evil spells won't come into play often enough.
    Animated (SRD): Now you don't have to give up a shield to fight two handed. Shame they had to nerf it for spellcasters though. Casters should consider a mithril buckler with this enchantment.
    Illithidwrought (Ud, p70): Another one that is better for DMs, but a +1 insight bonus to AC is still nothing to sneeze at.
    Sacred (BoED, p112): It doesn't take much of a bonus (or minus) to make turning into a great tool. Plus your turn check may fuel other special abilities. Thus while this has limited appeal, for those who need it this is a must have.
    [/spoiler]
  • :( [spoiler]Arrow Deflection (SRD): Not an enhancement that will last you the rest of your career, and kinda expensive to boot. It would be great for high reflex save characters. If they could use a shield. 
    Empyrcal (BoED, p112): This is not so good. It would be better if it didn't add the most common bonus type. AND consider that you will have to go to +5 on enhancement bonuses to get max benefit, costing you other special abilities.
    [/spoiler]
  • :twitch [spoiler]Power resistance (13) (SRD): See Spell Resistance
    Spell resistance (13) (SRD): By the time you can afford this +2 ability you will likely be facing 11th level casters - or higher (Remember the BBEG typically has a higher Level than you) so for a couple of levels you may have a 1 in 20 chance of stopping a spell. After that it is useless. YUCK!
    [/spoiler]
+3 Abilities
  • :lol [spoiler]Fortification, Moderate (SRD): See other fortification abilities for details
    [/spoiler]
  • :clap [spoiler]Fortifying Defense (DMGII, p251): (Synergy) I like these as they help out your buddies also.
    Gleaming (SRD): A constant 20% miss chance is worth a +3 bonus.
    Vanishing (MIC, p15): Completely undetectable twice per day is great for any character, but especially nice for you sneaky folks.
    Wild (SRD): Holy cow! If you can wild shape this one is a must have. For added munchkin-y goodness ask your DM if special abilities of the armor are available in wild -shape form as well. Don't tell her I told you to ask though.
    [/spoiler]
  • :) [spoiler]Exalted (BoED, p112): The constant 'prot from evil' is nice, but when was the last time you got attacked by an unholy weapon, let alone had vile damage thrown at you. This makes a little too expensive for the benefit.
    Halfweight (Ud, p70): Expensive, but you are buying a feat here. Great for sneaky types, or a gish build.
    [/spoiler]
  • :( [spoiler]Ghost Touch (SRD): For as often as this will come up in a game, +3 is really WAY too much for what you get. Look at the Ghost Touch Armor spell in the Spell Compendium. Put it on a scroll, then pocket the difference (less my 10% consulting fee of course.)
    Invulnerability (SRD): 5 point DR vs. magic. That is hardly invunerable. Too expensive for what you get, when you can afford your +3 armor enhancement, 5 points will be a drop in the bucket - assuming they can't just bypass the DR naturally.
    [/spoiler]
  • :twitch [spoiler]Power resistance (15) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell resistance (15) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    [/spoiler]
+4 Abilities
  • :lol [spoiler]Radiant (MIC, p13): Expensive, but 10 points off WHATEVER ENERGY you are hit with is a good ability. If you want to be a grappler then get this and light yourself on fire to deal some extra damage. Monk can also soak their fists in oil and light them on fire for the lulz.
    [/spoiler]
  • :clap [spoiler]Fortifying Defense (DMGII, p251): This is one of those abilities that aid your compaitriots, so it gets plusses in my book.
    [/spoiler]
  • :) [spoiler]Soulfire (BoED, p112): This is a nice one, but when compared to the Death Ward special ability, it is very expensive. The question is - how many death effects are you likely to face in a given day. And do ya feel lucky?
    [/spoiler]
  • :twitch [spoiler]Power resistance (17) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell resistance (17) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    [/spoiler]
+5 Abilities
  • :lol [spoiler]Fortification, Heavy (SRD): See other fortification abilities for details
    [/spoiler]
  • :clap [spoiler]Fortifying Defense (DMGII, p251): Pretty good ability, but ironically it may be better to do this with an ability that is less than 100% immune to crits
    Listed by Alphabetical Hide (MIC, p15): Sweet power, but the 1round / day limitation stops it from being a 5. This is great for rogues or anyone else with sneak attack but no reach.
    [/spoiler]
  • :) [spoiler]Proof against Transmutation (CA, p142): Good for fighters, but essential for mages. Put this on your bracers!
    [/spoiler]
  • :( [spoiler]Reflecting (SRD): Spell Turing is one of those things that I just don't get. Unless your campaign is to infiltrate Thay (or the like), you just don't run into that many spellcasters to make it worth a +5 bonus.
    [/spoiler]
  • :twitch [spoiler]Power resistance (19) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell resistance (19) (SRD): See the +2 spell resistance special abilities. This, like the others, is a waste.
    Spell Trapping (DMGII, p252): Nice try, but it is still paired with a very lame power. Once you get to aford this you can almost guarentee that the enemy will not fail that 21+ caster level check.
    [/spoiler]
Priced Abilities
  • :lol [spoiler]Aporter (MIC, p6) 20,000 gold: Expensive for only twice per day, but it is a great way to get out of a grapple (or to port out of a monster's belly, and it cheaper than freedom. The MIC made this one much better by more then halving the price!
    Bane Blind (MIC, p7) 15,000 gold: Costly, but WOW! Total concealment - this nerfs sent, tremorsense, all of it. Well worth it for the sneaky types.
    Heraldic Crest, Courage (HoB, p130) 4,000 gold: Get this for the increased initative. That makes all the difference at higher levels.
    Mirror Image (SS, p53) 20,000 gold: Are you kidding me? 3 times per day. What fighter wouldn't want this? It gives the fighter an 86% (or more) miss chance! Combine with blurring for maximum fun.
    Xorn Movement (Ud, p70) 36,000 gold: Expensive, but you get burrowing for 9 mins / day - much more that you are likely to need it.
    [/spoiler]
  • :clap [spoiler]Called (MIC, p9) 2,000 gold: I like it, it has crunch, it has flavor, and the price is right. Now there is no need for Glammered armor.
    Fearsome (MIC, p11) 15,000 gold: The DC save is low, but you still get an effect that is pretty good even if they make their save.
    Floating (SRD) 4,000 gold: So cheap. If you are around water this beats any other water type abilities hands down, and is a no brainer. (Only reason it didn't get 5 was because it is campaign specific.) Also compare to bouyant before you buy.
    Mindarmor (MIC, p13) 3,000 gold: Good for bumping up your will save, with an untyped get bonus type. The new price makes it a must have for your tank, 'Sir Gullible'
    Proof against Enchantments (SS, p53) 50,000 gold: Effectively a mind blank spell with 3 uses. Very nice enchantment for easily swayed fighter types.
    Slippery Aura (DMGII, p252) 45,000 gold: Double saves are cool and you get to share this with your friends!
    [/spoiler]
  • :) [spoiler]Acid resistance (SRD) 18,000 gold: All the resistance special abilities keep pace with the damage output very well. It will never stop all the energy damage, but it will get about 1/2 of it on average. You get less bang for your buck at the higher levels, but the lower levels do not scale well at all. Ask your DM if you can improve the resistance by paying the difference. Works very well with Improved Evasion.
    Acid resistance, Greater (SRD) 66,000 gold: See Acid Resistance
    Acid resistance, Improved (SRD) 42,000 gold: See Acid Resistance
    Cold resistance (SRD) 18,000 gold: See Acid Resistance
    Cold resistance, Greater (SRD) 66,000 gold: See Acid Resistance
    Cold resistance, Improved (SRD) 42,000 gold: See Acid Resistance
    Daylight (MIC, p9) 3,000 gold: Not too shabby for the cost. But don't rely on this for your primary light source.
    Easy Travel (MIC, p10) 1,500 gold: Cheap, but very campaign specific - and really not of too much good unless every armored person in the party has a set.
    Electricity resistance (SRD) 18,000 gold: See Acid Resistance
    Electricity resistance, greater (SRD) 66,000 gold: See Acid Resistance
    Electricity resistance, improved (SRD) 42,000 gold: See Acid Resistance
    Fire resistance (SRD) 18,000 gold: See Acid Resistance
    Fire resistance, greater (SRD) 66,000  gold: See Acid Resistance
    Fire resistance, improved (SRD) 42,000 gold: See Acid Resistance
    Heraldic Crest, Glory (HoB, p130) 11,000 gold: The damage incrase is OK, but herosim makes this ability.
    Heraldic Crest, Valiant Defense (HoB, p130) 6,000 gold: Not too shabby for the price.
    Linked (MIC, p12) 6,000 gold: Nice ability, but you gotta pay for it for every person in your party who will use it, so the costs can get up there.
    Manifester (MIC, p12) 6,000 gold: For psionic users only. This is the psionic equivalent of Mord's lubrication, so its nice for them.
    Phasing (SRD) 66,520 gold: Another 'wall nerfing' ability, that is average for the price.
    Seeing (SRD) 6,000 gold: Not too bad, but a little too small a bonus / benefit to really balance out the price.
    Shadow (SRD) 3,750 gold: Obviously designed for the sneaky types. The price is right, making this a must have for the stealthy ones. Doesn't scale up so well on a cost / benefit, so it is better at lower levels. For the cost of the most expensive special ability you could dimension door past the guards.
    Shadow, improved (SRD) 15,000 gold: See Shadow
    Silent moves (SRD) 3,750 gold: See Shadow
    Silent moves, improved (SRD) 15,000 gold: See Shadow
    Slippery Mind (DMGII, p252) 45,000 gold: You get a double save, but it is limited in scope, so the cost drives down this rating.
    Sonic resistance (SRD) 18,000 gold: See Acid Resistance
    Sonic resistance, greater (SRD) 66,000 gold: See Acid Resistance
    Sonic resistance, improved (SRD) 42,000 gold: See Acid Resistance
    Speed (MIC, p14) 6,000 gold: Haste is great, but the duration is VERY short.
    Stonemeld (Unknown) 80,000 gold: Costly, but the DR 5/- is always welcome, plus you can meld with stone. How cool is that?
    Undead controlling (SRD) 49,000 gold: Campaign Specific: Good in any campaign, but too expensive to just slap it on a suit of armor for 'just in case'
    Whirlwind (Unknown) 90,000 gold: Nice, but kinda expensive for the ability to fly. The whirlwind ability doesn't add that much.
    Woodwalk (MIC, p15) 9,000 gold: If you are going to be outdoors this is a killer special ability.
    [/spoiler]
« Last Edit: August 24, 2011, 02:46:41 AM by Daniel678 »

Daniel678

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Re: The Armor & Weaponry Handbook
« Reply #4 on: August 22, 2011, 05:06:43 PM »
Reserved
« Last Edit: August 23, 2011, 02:18:34 PM by Daniel678 »

Daniel678

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Re: The Armor & Weaponry Handbook
« Reply #5 on: August 22, 2011, 05:08:58 PM »
Reserved
« Last Edit: August 23, 2011, 02:18:45 PM by Daniel678 »

Daniel678

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Re: The Armor & Weaponry Handbook
« Reply #6 on: August 22, 2011, 05:09:54 PM »
Reserved
« Last Edit: August 23, 2011, 02:18:55 PM by Daniel678 »

Maat_Mons

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Re: The Armor & Weaponry Handbook
« Reply #7 on: August 22, 2011, 05:54:25 PM »
While Riedran crysteel is an alloy, so is ordinary steel.  The reason for separating oerthblood and pure ore from normal materials is that they can be combined with another material.  You can have oerthblooded aurorum or pure ore obdurium, for example. 

Psithief

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Re: The Armor & Weaponry Handbook
« Reply #8 on: August 23, 2011, 12:10:03 AM »
Put shadow striking (+3, Tome of Magic) back in there. It's a slightly different name from shadowstrike.

snakeman830

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Re: The Armor & Weaponry Handbook
« Reply #9 on: August 23, 2011, 12:24:34 AM »
Put shadow striking (+3, Tome of Magic) back in there. It's a slightly different name from shadowstrike.
And a very different effect.
I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:[spoiler]
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.
[/spoiler]

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.

Daniel678

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Re: The Armor & Weaponry Handbook
« Reply #10 on: August 23, 2011, 02:20:13 AM »
I put Riedran Crysteel in materials, added in Shadow Striking, and made several other changes.

CantripN

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Re: The Armor & Weaponry Handbook
« Reply #11 on: August 23, 2011, 09:27:42 AM »
Quote from:  Shattered Gates of Slaughtergarde, pg. 16
Weapon of the Celestial Host (4K) is a +1 (Two-Handed Only) Weapon, that gives a +1 Shield Bonus, acts as a Bullseye Lantern, and goes dormant in the hands of Evil. Worth the price, at higher levels. Effectively, it's 2K for +1 Shield Bonus (on a Two-Hander, this is good), a Bullseye Lantern, and makes it unusable to enemies. It's really like Improved Buckler Defense (the feat) for 2K.

I'm mentioning this because it's not a specific weapon. The text specifically says it can be made as ANY two-handed weapon (it's a type of an enchantment). It's just plain out better than the first +1 for Two Handed weapons.
Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.

Bastian

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Re: The Armor & Weaponry Handbook
« Reply #12 on: August 23, 2011, 10:21:56 AM »
This handbook would be a lot easier to read if you didn't have spoilers inside of spoilers.

Daniel678

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Re: The Armor & Weaponry Handbook
« Reply #13 on: August 23, 2011, 01:25:19 PM »
Quote from:  Shattered Gates of Slaughtergarde, pg. 16
Weapon of the Celestial Host (4K) is a +1 (Two-Handed Only) Weapon, that gives a +1 Shield Bonus, acts as a Bullseye Lantern, and goes dormant in the hands of Evil. Worth the price, at higher levels. Effectively, it's 2K for +1 Shield Bonus (on a Two-Hander, this is good), a Bullseye Lantern, and makes it unusable to enemies. It's really like Improved Buckler Defense (the feat) for 2K.

I'm mentioning this because it's not a specific weapon. The text specifically says it can be made as ANY two-handed weapon (it's a type of an enchantment). It's just plain out better than the first +1 for Two Handed weapons.

Could I get a page number for that?

Garryl

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Re: The Armor & Weaponry Handbook
« Reply #14 on: August 23, 2011, 02:07:39 PM »
Quote from:  Shattered Gates of Slaughtergarde, pg. 16
Weapon of the Celestial Host (4K) is a +1 (Two-Handed Only) Weapon, that gives a +1 Shield Bonus, acts as a Bullseye Lantern, and goes dormant in the hands of Evil. Worth the price, at higher levels. Effectively, it's 2K for +1 Shield Bonus (on a Two-Hander, this is good), a Bullseye Lantern, and makes it unusable to enemies. It's really like Improved Buckler Defense (the feat) for 2K.

I'm mentioning this because it's not a specific weapon. The text specifically says it can be made as ANY two-handed weapon (it's a type of an enchantment). It's just plain out better than the first +1 for Two Handed weapons.

Could I get a page number for that?

Shattered Gates of Slaughtergarde, Player's Guide, page 16. It's a module, not a whole splatbook.
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

CantripN

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Re: The Armor & Weaponry Handbook
« Reply #15 on: August 23, 2011, 06:50:34 PM »
If only I'd written that. In the quote itself...  ;)

Anyway, I disagree about Bodyfeeder. It may not be 5 stars, but it's at least 4. Any build that has the capacity for powerful and common crits will LOVE this - I'd had a Warblade pull off 50+ THP more or less every round with this (on a Frenzied Berserker, or a Supercharger, we're talking triple digits...). It's a very powerful ability in the right hands.
« Last Edit: August 23, 2011, 07:04:13 PM by CantripN »
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Maat_Mons

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Re: The Armor & Weaponry Handbook
« Reply #16 on: August 24, 2011, 07:39:50 PM »
Quicksilver/Iron-Filled (Dragon Annual 5, p28) 5000 gold Requires Not Small: I don't have the book and the description of this that I have isn't that good so I'll put in anyone's description if someone wants to do a write on up.

Yeah, sorry.  I had put that list together for my own use some time ago.  Here's the full description:

Modification: Quicksilver/iron-filled
Bonus: +2 to damage
Cost: +5,000 gp
Notes: Maces, morningstars, hammers, and other items with larger striking areas remain the easiest to construct, and receive the full +2 damage bonus.  Items such as swords or battleaxes require much greater skill, imposing a -10 penalty to a weaponsmith's roll to create such an item.  Furthermore, the limited volume of material that can be used to fill such a weapon limits the damage bonus to +1.  Small items like daggers and arrowheads cannot be created using this process. 

The article has an example item written up.  There are a few special materials in the article too.  I can send you scans if you want. 

Prime32

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Re: The Armor & Weaponry Handbook
« Reply #17 on: August 24, 2011, 10:04:52 PM »
I should point out that Riedran crysteel allows you to stack Psychic Weapon Master and Disciple of Dispaters' crit-boosting abilities (one requires a crystal weapon, the other requires steel)
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The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Eviltedzies

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Re: The Armor & Weaponry Handbook
« Reply #18 on: August 24, 2011, 10:43:40 PM »
Love what you've got up so far. Keep up the good work.  :clap
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Re: The Armor & Weaponry Handbook
« Reply #19 on: August 26, 2011, 02:36:07 AM »
Thank you for your hard work, and excellent guide.

I second the less nested spoilers would make this easier to read.

nice job with the smilies.
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