![]() As a standard action, for 30k, three times a day, you get to Panic somebody for 5 rounds. Menacing - Worthwhile for one specific reason. For a flat 10k, you can regain HP equal to the spell's level whenever you make a save against a spell that targets you. Magic Eating - Totally revamped, this ability is now stellar. This can be particularly effective if combined with the Luck feat from Complete Scoundrel that lets you stop your HP at -9 and stabilize. ![]() Healing - For 8k, a contingency 2d6+5 healing upon swift command OR dropping below 0 is pretty hot, and it can be synergized up to 3d8+15 twice per day. You might want to keep a Called suit of this stuff around in general, in fact. It's still damn good for a +1.ĭeepdweller - At a flat 12,000 GP for immunity to damage from cold water and depth pressure, along with no penalty to swimming, conversation with all water dwellers, and double vision range in water, if you expect to go anywhere near water, you should have a suit of this stuff. Where once before, it auto-triggered on the first effect you got hit with each day, it's now an immediate action. Transformation sequences are full of hotness.ĭeath Ward - It hasn't been recosted, and it's gotten simultaneously better and worse. Too bad there's no synergy to kick it up to a swift action summon. This is abso-fucking-lutely amazing for anybody stealthy.Ĭalled - Recosted to 2000 GP, a standard action to call isn't really looking so bad. Greater Blurring - A +2 synergy that stacks on Blurring, it upgrades the distinctly lackluster Blurring property into an unlimited use, swift action, 10-minute duration Hide in Plain Sight, since the Blur spell grants Concealment. A +2 competence bonus on Hide checks AND the armor is immune to acid and rust based attacks. For heavily armored folks, you'll understand when I get to the armor crystals.īlueshine - The star of FR, it's been recosted to +1500 GP, and worth ten times as much, easily. This is unfortunate, but they're still quite good for anyone who is lightly armored. The tag means you can't put the secondary tag on without the initial tag, and is essentially a way of upgrading weaker properties into larger ones, so that you're not always stuck with that measly +1 Resistance bonus to Reflex saves.Īxeblock/Hammerblock/Spearblock - Reprinted exactly as-is from Complete Warrior, except that they lack the combinatory text that turns them into DR 5/- if you have all three. I'm goddamn tired of everybody having nothing but mithral armor.Īll of the series abilities for weapons and armor (like Agility (+1/3/5 on reflex saves)) have been re-costed and regrouped into a single base ability plus one or more abilities. Some of the lamer items could (and should) have been cut in favor of more materials. It only discusses the special materials from the DMG, which is a woefully small selection, especially given the amazing selection they have from splats. The chapter opens with a short section on special materials. There are over a thousand items in this book, and I'm not going over all of them. I'm going to pick out the biggest winners from the book that I happen to see, and not worry about most of the rest, except for the totally new item types. This review is going to have to be a tad different.
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