Author Topic: Tactical Teleportation Items  (Read 36769 times)

Offline zugschef

  • DnD Handbook Writer
  • ***
  • Posts: 699
    • View Profile
Re: Tactical Teleportation Items
« Reply #20 on: December 19, 2011, 08:54:10 PM »
Quote or source for the ruling?

And, cheesy yes, but it works.
I'll use the very first set item in the MiC: Breastplate of Terror...

Quote
Prerequisites: Craft Magic Arms and Armor, cause fear, possession of a piece of the set.

and the last part repeats in EVERY set item's prerequisites.

Offline Tshern

  • The Clown Prince of Crime
  • DnD Handbook Writer
  • ****
  • Posts: 1245
    • View Profile
Re: Tactical Teleportation Items
« Reply #21 on: December 19, 2011, 09:01:52 PM »
Good enough for me.
Pian unohtuu aika ja tila
Ja nahkapeitto ja syyllisyys
Ja rauenneilla kasvoilla
Viipyy muiston pysyvyys

Offline The_Mad_Linguist

  • DnD Handbook Writer
  • **
  • Posts: 142
  • Not peeved, unique, nor linguist. Username = lies.
    • View Profile
Re: Tactical Teleportation Items
« Reply #22 on: December 19, 2011, 09:13:00 PM »
No reason you can't buy one, but yeah, an example is needed to craft.

Quote from: MIC226
Creating Magic Item Sets
Each magic item set began with one original set. That original set was created or discovered in some legendary fashion, but now others can copy the items in the set so long as they have a piece of a set to work from. If your character has a piece of a set, he can create (or have someone else create) any other piece of the set using the normal magic item creation rules. He doesn't need to find one of the original set's pieces to make his own; any piece he finds can function as the genesis for recreating the entire set. He might also add other properties to items in the set using the rules found in the Dungeon Master's Guide and on page 233 of this book. You cannot alter or add to an item set's collection benefits.

Offline zugschef

  • DnD Handbook Writer
  • ***
  • Posts: 699
    • View Profile
Re: Tactical Teleportation Items
« Reply #23 on: December 19, 2011, 09:56:15 PM »
No reason you can't buy one, but yeah, an example is needed to craft.
well yes... if your dm decides that a particular shop has this aquired this specific item. but it's not available in the generic magic mart.

Offline MrWolfe

  • Sr. Member
  • ***
  • Posts: 376
  • I'm new!
    • View Profile
Re: Tactical Teleportation Items
« Reply #24 on: December 19, 2011, 10:44:05 PM »
Shadow Cloak [DotU p. 101] - +1 deflection bonus to AC, 3/day immediate action one of either: concealment for 1 round or teleport 10' LOS... its cheap too, weighing in at 5'500gp.

With this one you can dodge bullets =)
dunno about that one... to me it sounds a little better than it is, since you can only use it when you're attacked. it's still good, but it has no utility use.

It's my understanding that immediate actions can still be taken on your turn, if you desire. Using it outside of your turn just uses up your swift action for the next turn, so you could (for example) move up to an opponent (move action), smack them in the face (standard action), then teleport out of melee range (swift/immediate action), and still be able to teleport out of the way of an attack while awaiting your next turn.

Of course, with only 3 uses per day you'll run out pretty fast, so saving it for negating hits may be the best strategy anyway--point is you could use it for a strategic teleport on your turn. [edit] Unless there's something in the item description that says otherwise. :p[/edit]
« Last Edit: December 19, 2011, 10:46:45 PM by MrWolfe »
A little madness goes a long way...

Offline zugschef

  • DnD Handbook Writer
  • ***
  • Posts: 699
    • View Profile
Re: Tactical Teleportation Items
« Reply #25 on: December 19, 2011, 11:21:17 PM »
no. read the exact wording of this item:
Quote
If you are attacked, you can use the cloak three times per day to produce one or the other of the following effects.

Offline MrWolfe

  • Sr. Member
  • ***
  • Posts: 376
  • I'm new!
    • View Profile
Re: Tactical Teleportation Items
« Reply #26 on: December 20, 2011, 12:21:45 AM »
Like I said, unless the item description says otherwise. Snow_White didn't post the full description so all I had to go on was "+1 deflection bonus to AC, 3/day immediate action one of either: concealment for 1 round or teleport 10' LOS"
A little madness goes a long way...

Offline The_Mad_Linguist

  • DnD Handbook Writer
  • **
  • Posts: 142
  • Not peeved, unique, nor linguist. Username = lies.
    • View Profile
Re: Tactical Teleportation Items
« Reply #27 on: December 20, 2011, 12:33:25 AM »
No reason you can't buy one, but yeah, an example is needed to craft.
well yes... if your dm decides that a particular shop has this aquired this specific item. but it's not available in the generic magic mart.
There isn't anything saying it's unavailable.  There's a note that GMs may choose to limit availability, but that's the default assumption.

Offline snow_white

  • Lurker
  • *
  • Posts: 9
  • I'm silent bobs distant norwegian cusin.
    • View Profile
Re: Tactical Teleportation Items
« Reply #28 on: December 20, 2011, 12:41:02 AM »
Like I said, unless the item description says otherwise. Snow_White didn't post the full description so all I had to go on was "+1 deflection bonus to AC, 3/day immediate action one of either: concealment for 1 round or teleport 10' LOS"
Sorry  :blush
Was unsure as to what the site rules said about how much I could reproduce from the books.

Offline MrWolfe

  • Sr. Member
  • ***
  • Posts: 376
  • I'm new!
    • View Profile
Re: Tactical Teleportation Items
« Reply #29 on: December 20, 2011, 02:04:58 AM »
It's cool. I've been there. Just didn't have the book to look it up and wasn't familiar with the item offhand.
A little madness goes a long way...

Offline Caylin

  • Lurker
  • *
  • Posts: 14
  • I'm new!
    • View Profile
Re: Tactical Teleportation Items
« Reply #30 on: December 20, 2011, 07:47:06 AM »
Kinda funny req on set items. How do they even exist at all? You have to have one to make the first of the set. Go figure.

Offline Halinn

  • Legendary Member
  • ****
  • Posts: 2067
  • My personal text is impersonal.
    • View Profile
Re: Tactical Teleportation Items
« Reply #31 on: December 20, 2011, 11:43:00 AM »
Kinda funny req on set items. How do they even exist at all? You have to have one to make the first of the set. Go figure.
Legendary artificers of old created the original sets, then they got copied from there on. Could be a decent campaign hook too, finding a full set that nobody has ever copied before.

Offline Endarire

  • DnD Handbook Writer
  • ****
  • Posts: 1662
  • Smile! Jesus loves you!
    • View Profile
    • Greg Campbell's Portfolio
Re: Tactical Teleportation Items
« Reply #32 on: December 22, 2011, 07:09:03 PM »
How did the original set get made?

PLOT!

Offline Halinn

  • Legendary Member
  • ****
  • Posts: 2067
  • My personal text is impersonal.
    • View Profile
Re: Tactical Teleportation Items
« Reply #33 on: December 22, 2011, 11:34:47 PM »
How did the original set get made?

PLOT!

Who first researched the Fireball spell?

PLOT!

Offline Bozwevial

  • Epic Member
  • ****
  • Posts: 3052
  • Developing a relaxed attitude toward danger
    • View Profile
Re: Tactical Teleportation Items
« Reply #34 on: December 22, 2011, 11:39:26 PM »
How did the original set get made?

PLOT!

Who first researched the Fireball spell?

PLOT!
Who first came up with this plot?

META!
Homebrew Compendiums: D&D 3.5 4e/PF
IRC: #mmxgeneral on Rizon

Offline Kajhera

  • Hero Member
  • ***
  • Posts: 707
    • View Profile
Re: Tactical Teleportation Items
« Reply #35 on: January 14, 2012, 10:56:39 AM »
Update on belt situation: Pursuing this belt we went back to the druids of my homeland and got swept up in a plot that involved a traitorous druid, an aggressive dire werewolf seeking to form a lycanthrope army, a powerful nature spirit, and necessitating killing a white dragon.

Still don't have the belt quite yet, but I'm not exactly going to sneeze at getting a dragon's hoard.