The Dresden Files > DFRPG
WC & Focused Practitioners? *Updated Enchanted Item Question*
Korwin:
Which would result in an max. +4 Bonus at Char. Generation.
If thats possible, I would be - as an player - thinking about layering that +4 Armor Bonus.
One Item against Metall Weapon.
One Item against Death vegetable Matter. (like Wood)
One Item against NeverNever Goo
But even without this, for an Changeling with Supernatural Recovery: Catch Iron...
An +4 Armor against Metall Weapons would be a must have. (+3 is still very nice).
If the Char. in question doesnt have X Recovery or X Thoughness, then its not as big a problem.
But the moment you have such a Char...
Mal_Luck:
--- Quote from: Deadmanwalking on April 09, 2010, 09:48:33 AM ---Sadly, no. Armor is equal to half the shifts you get...so 1 in this case.
--- End quote ---
Armor wearable by everyone.
p279, "The strength of an enchanted item may be reduced by one to make it usable by someone other than the caster, such as a magically armored coat that anyone can wear."
From my understanding, that means you'd only halve it if others could use it. I suppose the item in question could only be powered by being in contact with it's creator's magical aura, so those other than the creator who try to wear it would get none of the benefits.
I'm considering just metal and maybe electricity(Air or Earth-based) and spirit(the electromagnetism would be magical in nature after, but I see no reason it would deflect/impede a direct Earth, Wind, Fire, or Air attack). And since it would only work for the creator when using it, maybe only work while he was wearing it (to counter the effect it would have on other things nearby) maybe even require a charge time (like at least 5 minutes after putting on)?
Maybe I should just downgrade it to a multi-use item, I could get rid of my extra Enchanted Items slots that way... Enchanted shield/armor type items are giving me a headache.
Deadmanwalking:
No. Check out p. 252 for how to calculate spell based armor, and p. 279 for the following:
"The uses-per-session limitation may be removed by halving the base strength, rounded down; so if you have Good (+3) Lore, you could create a one-use-per-session item with an effect strength of Good (+3), or an always-on item with an effect strength of Average (+1).
The strength of an enchanted item may be reduced by one to make it usable by someone other than the caster, such as a magically armored coat that anyone can wear."
These are seperate and cumulative. So a coat that provides armor 1 and anyone can wear requires Superb Lore to get in one Enchanted Item Slot. To provide Armor 2 you'd need the equivalent of Lore 8 (9 if other people can wear it).
Korwin:
Not Lore 12?
I thought that -1 is at the end?
(12 / 2 = 6 / 2 = 3 -1 = 2)
Deadmanwalking:
I think it's before the halving. Raising via extra item slots is before, I'd assume this is, too.
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