Splendor |
Making a magical item and wondering what people thought of it.
Wraps of the Pugilist
Aura faint conjuration; CL 5th
Slot body; Price 10,000 gp; Weight 1 lb.DESCRIPTION
This magical body wrap is woven from silken, diaphanous material. The first 5 points of lethal damage the wearer takes from each attack are converted into nonlethal damage. The wraps may convert up to 25 hit points worth of damage per day. If the wearer is subjected to nonlethal damage the first 5 points are negated and the negated damage is subtracted from the total amount the wraps can absorb that day.CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Ablative Barrier; Cost 5,000 gp
Vatras |
The net effect is that the wearer drops from non-lethal damage and basically does not die?
Thoughts going through my head are:
Not sure how useful that would be, thinking of certain NPCs who decapitate all their victims (to put their heads on spikes), or who roast them on a spike over the fire. On the other hand, in normal melee it will usually save the "fallen" wearer, if the party is victorious, and never if the party loses. My players would never wear them instead of armor. It is a niche item for monks or others with an armor restriction...I don't like an item, that dabbles somewhat with the restrictions of a class. The text needs a clarification, if "attacks" means physical attack or any attack (say a ranged touch fire spell).
Splendor |
-Nonlethal damage heals at a a rate of 1 hp per character level per hour. Since the first 5 points of damage you take is converted into nonlethal damage you character would slowly heal throughout the day.
-Magical healing heals an equal amount of nonlethal damage as it does normal HP damage. So if you healed 8 hp you would also heal 8 nonlethal damage.
Both of these would allow someone wearing the wraps to be heal faster then normal.
I am looking at lower level character who will be in multiple fights per day and need to be healed between fights.
Damiancrr |
I think the item is too weak for the slot it takes up. Up the amount of dmg to blocks to around 50~ and up the cost in gold by however much item creation rules make it. Using a body slot to only "block" 25 damage a day is absolutly not worth it.
EDIT: writing a response since it seems like you put up one at the same time as me xD 10,000 gold is far too much money to spend on a item that functions like this. It is far more effective to get a natural armor amulet or enchant your armor if you want to stop more damage. This item is either for specific builds or after you already have the cheaper protection items, either way it would take too long to get for lower level characters. So its better to up the price and effectivness for the higher level characters then leave a noob trap for lower level ones.
Java Man |
The net effect is that the wearer drops from non-lethal damage and basically does not die?
Thoughts going through my head are:
Not sure how useful that would be, thinking of certain NPCs who decapitate all their victims (to put their heads on spikes), or who roast them on a spike over the fire. On the other hand, in normal melee it will usually save the "fallen" wearer, if the party is victorious, and never if the party loses. My players would never wear them instead of armor. It is a niche item for monks or others with an armor restriction...I don't like an item, that dabbles somewhat with the restrictions of a class. The text needs a clarification, if "attacks" means physical attack or any attack (say a ranged touch fire spell).
Um, why would anyone where this instead of armor when it can be worn in addition to?
Splendor |
Damiancrr: A 3rd level character could make the item for 5000gp (Spellcraft DC is 15, 5+CL+5for not being able to cast ablative barrier).
The 'body' slot is the least useful to most characters (maybe not wizards)
Body: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments
And yes, it would be worn in addition to armor worn. To me it effectively doubles the first 25 points of healing. Cleric's channel would heal the nonlethal and the normal HP damage or anyone's cure spells.
Ablative sphere lasts 1 hour per CL gives +2 AC and converts 5 damage per hit to nonlethal per caster level (up to 50).
The cost depends upon how you calculate it.
1) 3rd Lv * 5th Lv * 2000gp=30000-4000 (cost of bracers of def +2)=26,000gp (Wizard strait calculation)
2) 4th lv * 12th Lv * 1800 (use activated) * 1/5 (1 use per day) = 17280-4000=13280. But this one protects against 50 damage (Wizard, extend spell)
3) 3rd Lv * 12 * 1800 (use activated) * 1/5 (1 use per day) = 12960-4000=8960 But protects against 50 damage (Magus or Summoner, extend spell)
1) Is if its a wizard making it without doing any adjustments.
2) Extended spell so its 4th level, 12th level caster makes it last 24 hours, use activated because you only need to activate it once/day. 13,280/2 (only protects against 25 damage, not 50) is 6640.
3) For a Summoner or Magus its a 2nd level spell. Extended it becomes 3rd level and we can use the same calculations as in #2. 8960/2=4480.
10,000 seemed fair.
Damiancrr |
Damiancrr: A 3rd level character could make the item for 5000gp (Spellcraft DC is 15, 5+CL+5for not being able to cast ablative barrier).
The 'body' slot is the least useful to most characters (maybe not wizards)Quote:Body: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestmentsAnd yes, it would be worn in addition to armor worn. To me it effectively doubles the first 25 points of healing. Cleric's channel would heal the nonlethal and the normal HP damage or anyone's cure spells.
Ablative sphere lasts 1 hour per CL gives +2 AC and converts 5 damage per hit to nonlethal per caster level (up to 50).
The cost depends upon how you calculate it.
1) 3rd Lv * 5th Lv * 2000gp=30000-4000 (cost of bracers of def +2)=26,000gp (Wizard strait calculation)
2) 4th lv * 12th Lv * 1800 (use activated) * 1/5 (1 use per day) = 17280-4000=13280. But this one protects against 50 damage (Wizard, extend spell)
3) 3rd Lv * 12 * 1800 (use activated) * 1/5 (1 use per day) = 12960-4000=8960 But protects against 50 damage (Magus or Summoner, extend spell)1) Is if its a wizard making it without doing any adjustments.
2) Extended spell so its 4th level, 12th level caster makes it last 24 hours, use activated because you only need to activate it once/day. 13,280/2 (only protects against 25 damage, not 50) is 6640.
3) For a Summoner or Magus its a 2nd level spell. Extended it becomes 3rd level and we can use the same calculations as in #2. 8960/2=4480.10,000 seemed fair.
While my group doesnt go by this it is my understanding that even making the item cuts into your limited WBL so it doesnt matter much. Also like i mentioned earlier it doesnt matter that they can make it or not, its that there are much better options for a very long period of time. Why would you get this item over say a Amulet of Natural Armor(+2) for 8,000 gold, a Ring of Protection(+2) for 8,000, or a +3 enchantment on your armor for 9,000 gold. Its both cheaper and more efficient to go all of these items first before you go the body item your suggesting. To pay flat out for these items you have to wait till level7(According to Wealth by Level). This is all assuming they go straight for defensive items instead of getting an item for +2/4 for their main stat and a Cloak of Resistance or upgrading their weapon to something nice. At the point all this is done it much later in the game, at which point you start getting money in large quantities compared to early on. So players would much rather buy powerful but expensive items then ok and inexpensive items.
Also bodyslot is the most useful to all caster classes and to monks/unarmed strikers. It is a very good slot.