Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: kenpen on November 13, 2008, 02:28:19 AM

Title: Items - Witch-hunter Armors
Post by: kenpen on November 13, 2008, 02:28:19 AM
You find these all the time, but I rarely see them used for anything but vendor-trashing. Part of the reason is that the SR of... 14, or whatever it is, isn't enough to really do much. I understand that's a limitation of the item cost, because I've played w/ the toolset and 16+ really kicks the price up.

Another problem is, these things are only useable by a handful of classes. There's someone now who managed to find some witch-hunter full plate and I'd consider buying it with Gornnus just to have something a little unique (even if it's mostly useless and heavy as sin) but he's a straight priest. And the class limitations don't allow priests for some weird reason. Any idea why the classes restrictions are set up the way they are? Really makes little sense.

Maybe it would be nice to give the Witch-Hunter Armors a little something extra to make them more appealing. Reduction in weight to bring them in line with the smithed armors (like 80% or whatever) might mean people would actually choose to wear them over other armors when they're actually found.

Or, how about this: give them 5 DR to Magical. Make the weight reduction match steel at 80%. That would put a suit of full plate a little above 5000. It would certainly be a heck of a lot more useful than the witch-hunter armor the way it is now. At least it would protect you from some of the more prevalent direct damage spells. The SR on the witch-hunter now doesn't protect you from squat. A 10th level casts spells will still get through like, 80% of the time.
Title: Re: Items - Witch-hunter Armors
Post by: Countess29 on November 13, 2008, 03:01:06 AM
Well it would be nice to see the return of the witch hunters. seems the mages have lived in a time of prosparity and is time to maybe bering them back to the game setting *smiles*

So yes maybe fixing the armour to be more useful for those that will use them as witchhunters would be nice.

Well just some thoughts *smiles* Have a nice day
Title: Re: Items - Witch-hunter Armors
Post by: Mordred on November 13, 2008, 03:05:23 AM
Maybe some antagonize bonus is in order, then perhaps some more draw backs such as concentration penalty or wisdom penalty, to represent the hubris of thinking it will protect against every witch etc.
Title: Re: Items - Witch-hunter Armors
Post by: Helaman on November 13, 2008, 03:13:52 AM
SR14 has its uses... sure its stopping only 1 in 4 spells (unless the caster has penetration) but as someone who's lived and died by SR rolls I am grateful for the 1 in 4 stopped.

I can't see making in line with smithed armours the way to go... I get the idea that the dev's want to give smithed armours an edge that loot items can't match to stimulate crafter economies etc.

I do think though that stuff like antagonize bonus or maybe + vs saves is good... DR vs magic is bad... charm person is a great anti-witch hunter spell
Title: Re: Items - Witch-hunter Armors
Post by: Countess29 on November 13, 2008, 08:38:00 AM
I do think though that stuff like antagonize bonus or maybe + vs saves is good... DR vs magic is bad... charm person is a great anti-witch hunter spell

*giggles* A spell to stop a witch how cute
Title: Re: Items - Witch-hunter Armors
Post by: Nefensis on November 13, 2008, 08:43:50 AM
A great spell to stop a magic user is called a big sword. rawr!
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 13, 2008, 08:58:45 AM
Most of the SR items are actually pathetically underpowered.  It's more a 1 in 20, then a 1 in 4 for an SR 14 item.  They could all use a rather serious bump up in effective ability.

~Rex
Title: Re: Items - Witch-hunter Armors
Post by: Gonny on November 13, 2008, 09:04:40 AM
Could someone quickly and clearly explain how does SR work so peolpe is aware of it. It's one of the less-known things amongst players.

I'll give  a shoot to explain it, with an example.

Fighter a has sr 14 armor. He fights vs a caster lvl 10 (with at least spell penetration) thus making +2 to lvl for sr purposes.

Caster casts Phantasmal killer on the fighter. Caster has 12 effective caster levels, so he would need to roll a 2 with a d20, to break the sr.

A caster level 11, or same caster with greater spell penetration, would never miss on the spell.
Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 13, 2008, 09:13:06 AM
Yeah. Level + 1d20 + feats and other crap. Which basically means SR 14 sucks balls against anyone but the weakest mage. I'd rather see armors with 5 magic DR. At least then, all those magic missile spells would be decently blocked, as well as some other basic junk.
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 13, 2008, 09:15:28 AM
Point is in a DnD game.  SR is supposed to be something that Casters FEAR.  Not something they joke about as they blast someone in Witch Armor into Smithereens.  However a viable alternative to Jacking up all the numbers to reflect given Odds versus our server top heavy caster Corps, Why not allow the various SR items, to Stack.

~Rex
Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 13, 2008, 09:18:21 AM
Stacking SR would be decent. Few enough items have it, and most of them are armor. It would certainly give people a reason to actually covet the items. Though, two SRs of 14 and 18 stacking (the two most common SRs out there, on the armors and the rods) would make the SR a bit too strong, I think. The items would have to be increased in rarity significantly I think.
Title: Re: Items - Witch-hunter Armors
Post by: Delphinidae on November 13, 2008, 09:24:19 AM
...except Spell Resistence doesn't stack.

Quote
Spell resistance does not stack -- only the highest SR item or spell counts. Spell resistance (other than that from diamond soul) can be temporarily lowered via the spells Mordenkainen's disjunction, greater spell breach, lesser spell breach and nature's balance.

NWN Wiki (http://nwn.wikia.com/wiki/Spell_resistance)
Title: Re: Items - Witch-hunter Armors
Post by: Helaman on November 13, 2008, 09:24:38 AM
I do think though that stuff like antagonize bonus or maybe + vs saves is good... DR vs magic is bad... charm person is a great anti-witch hunter spell

*giggles* A spell to stop a witch how cute


No - to stop a witch hunter - hence the term ANTI witch hunter..
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 13, 2008, 09:25:21 AM
Stacking SR would be decent. Few enough items have it, and most of them are armor. It would certainly give people a reason to actually covet the items.


Witchhunter banded Mail (sr 14), + Lightshell amulet (sr 12), plus that Lightning Rod thing for another 10 or so  SR 36 would be effective I think.  Stacking would be helpful.

There is also that other SR amulet that was obviously designed by someone that Just HATES people that would want something to protect themselves from a caster, since it's like -4 to 12 different stats and yet, gives like SR piddling rating for all the drawback.  THAT item (I forget it's name) Should be worth SR 60 for what you Lose wearing it.

~Rex


Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 13, 2008, 09:32:09 AM
Eh. 36 SR would make you completely immune to all but the most powerful casters. Considering how common the SR objects are to come by, that might be a little bit overkill.

Maybe we should just throw out the money limit as far as SR goes. Give some more special armors SRs of 20-24, and make them only uber drops.
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 13, 2008, 09:39:31 AM
Eh. 36 SR would make you completely immune to all but the most powerful casters. Considering how common the SR objects are to come by, that might be a little bit overkill.

Maybe we should just throw out the money limit as far as SR goes. Give some more special armors SRs of 20-24, and make them only uber drops.

Considering How Common CASTERS are, I don't see the issue.  The Armor, doesn't show up that often and I have yet to see WHERE it drops or if it drops in something heavier then banded mail.  The Amulets, I might find 1, every 2 months or so.

~Rex
Title: Re: Items - Witch-hunter Armors
Post by: Delphinidae on November 13, 2008, 09:44:09 AM
It drops full plate too. Saw it at Murnu's before the crash. I think (I'd have to check) that the item SR limit is 32, so you can't go up to 36 or higher unless you're a monk with epic skills. Also, PnP (http://www.d20srd.org/srd/specialAbilities.htm#spellResistance) and NwN SR doesn't stack. It overlaps.

What can be done to the current witchhunter armors is that if we want to raise the SR without its cost going overboard and still remain in the 4k area, is to have it have negatives. Witch hunter armors have no downsides to them. Add some downsides to them and you can raise the SR above 14.
Title: Re: Items - Witch-hunter Armors
Post by: Helaman on November 13, 2008, 10:05:31 AM
-2 to influence is a good place to start...

Probably -5 UMD as well.
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 13, 2008, 10:13:53 AM
It drops full plate too. Saw it at Murnu's before the crash. I think (I'd have to check) that the item SR limit is 32, so you can't go up to 36 or higher unless you're a monk with epic skills. Also, PnP (http://www.d20srd.org/srd/specialAbilities.htm#spellResistance) and NwN SR doesn't stack. It overlaps.

What can be done to the current witchhunter armors is that if we want to raise the SR without its cost going overboard and still remain in the 4k area, is to have it have negatives. Witch hunter armors have no downsides to them. Add some downsides to them and you can raise the SR above 14.

It has a negative.  It's called Ineffectiveness.

~Rex
Title: Re: Items - Witch-hunter Armors
Post by: Delphinidae on November 13, 2008, 10:21:31 AM
No, I mean a stat negative. It's basically a regular armor with SR. Even if the armor is ineffective, it's still a plus compared to regular armor. If you want it to be effective, you need to give it negatives like skill, stats or damage vulnerabilities.
Title: Re: Items - Witch-hunter Armors
Post by: HellsPanda on November 13, 2008, 10:30:29 AM
a negative armour mod, or a damage vulnarability too the 3 physical damages perhaps?
Title: Re: Items - Witch-hunter Armors
Post by: Helaman on November 13, 2008, 10:35:33 AM
Neg AC is the wrong place to go...

A +10% gain in wieght, mild hit to influence and a BIG hit to UMD would enable it to go to SR 18... which is when it starts getting useful
Title: Re: Items - Witch-hunter Armors
Post by: Delphinidae on November 13, 2008, 10:37:53 AM
Anyway, SR 14 gives the full plate item a 2000+ value. You raise it to 16 and it's in the 5k range, something that would drop rarely. Make it SR 18 and it's in the 9k range and it will never drop. A -2 influence would hardly drop the price of an SR 18 full plate. Meaning it has to be something a bit more nasty than just influence.

If we follow Jerv's suggestion and make a AC -2 drop + the influence, the SR 18 full plate drops to 6k. Now being nasty and considering it's a witch hunting armor, meant against mages, not an armor you'd use for front line combat, but against witches if you add 25% dmg vulnerability against slashing, piercing and blungeoning... the armor drops to 4259. Right in the range of dropable things.

And if we do it like you suggest, Helaman, armor is at 7777. It will never drop.
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 13, 2008, 10:48:50 AM
Anyway, SR 14 gives the full plate item a 2000+ value. You raise it to 16 and it's in the 5k range, something that would drop rarely. Make it SR 18 and it's in the 9k range and it will never drop. A -2 influence would hardly drop the price of an SR 18 full plate. Meaning it has to be something a bit more nasty than just influence.

If we follow Jerv's suggestion and make a AC -2 drop + the influence, the SR 18 full plate drops to 6k. Now being nasty and considering it's a witch hunting armor, meant against mages, not an armor you'd use for front line combat, but against witches if you add 25% dmg vulnerability against slashing, piercing and blungeoning... the armor drops to 4259. Right in the range of dropable things.

And if we do it like you suggest, Helaman, armor is at 7777. It will never drop.

Sounds like that's More of an Issue of a Bad Loot Drop system.  As for that Vulnerability.  What's an Umber Hulks beat down damage or that tensors thingie equate to?  Some NON CASTER favoring Items are needed to balance out a lot of issues and if it's because of a LOOT system that favors people that don't NEED loot in order to advance, then that system needs to be changed.

~Rex
Title: Re: Items - Witch-hunter Armors
Post by: failed.bard on November 13, 2008, 10:54:00 AM
As I understand the loot system, there's a set amount of GP value that will drop inside a chest based on the loot spawn, and if the item value is too high the spawns will never get high enough to drop that item.  The system itself isn't the problem, it's designed to ensure you don't have uber items dropping in places that should have rusty items, umbrellas, and the like.

  Rex is right, though.  SR with damage resistance as a penalty doesn't work because almost every caster out there that can cast 6th level spells has tensers.
Title: Re: Items - Witch-hunter Armors
Post by: Delphinidae on November 13, 2008, 11:00:50 AM
Well, I leave that to you guys. Made the armor variations just to show how to obtain that higher SR and have it drop. Just remember that if you want SR 18, the penalty has to hurt and make sense. The lowered skills/stat/whatever shouldn't be things you'd never miss, but things that you would need somewhat. Remember you can't have it all.

If you want to experiment and later submit it to the Item Request Thread so that the armors might be changed, open up your toolsets and remember to load the RL hakpacks in order so that the pricing system works.
Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 13, 2008, 11:12:08 AM
Eh. 36 SR would make you completely immune to all but the most powerful casters. Considering how common the SR objects are to come by, that might be a little bit overkill.

Maybe we should just throw out the money limit as far as SR goes. Give some more special armors SRs of 20-24, and make them only uber drops.

Considering How Common CASTERS are, I don't see the issue.  The Armor, doesn't show up that often and I have yet to see WHERE it drops or if it drops in something heavier then banded mail.  The Amulets, I might find 1, every 2 months or so.

~Rex


Man, this stuff drops ALL the time. It's not uncommon. I find one every couple of days.
Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 13, 2008, 11:25:02 AM
Problem here is the limitations of the item cost due to the low magic setting. In order to get an effective SR, the penalties on the armor are going to be so stiff that people still won't likely wear it unless you can ensure the SR gets up around 24. A good example would be the mageslayer amulet. Check out the penalties on that. I mean, sheesh.

No one is going to wear armor with penalties like that unless it makes them completely immune... because they're so hefty that the mage could probably just forgo all magic use, walk up, and kill the person without casting a spell.

Maybe the best bet is just to remove SR from the witch-hunters and give them other stats. The 5 resist magic and a universal save or something. SR can be put on other things, like rings or the rods that make it easier to remove if needed.  Haven't seen any SR rings, so that would be nice. Or maybe a helmet.
Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 13, 2008, 11:31:36 AM
And, another option is always this:

The Developers could decide that spell resistance shouldn't be so expensive, and lower the cost of it in the toolset. :-P Prices have already been tweaked around on other abilities, and having some effective spell resistance at the highest item cost would somewhat help to balance the "anti-mage" B&M'ing.
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 13, 2008, 11:35:57 AM
Well, I leave that to you guys. Made the armor variations just to show how to obtain that higher SR and have it drop. Just remember that if you want SR 18, the penalty has to hurt and make sense. The lowered skills/stat/whatever shouldn't be things you'd never miss, but things that you would need somewhat. Remember you can't have it all.

If you want to experiment and later submit it to the Item Request Thread so that the armors might be changed, open up your toolsets and remember to load the RL hakpacks in order so that the pricing system works.

Why not?  The other 3/4's of the classes get it.

On a side note, there is always the option of a DM stepping up and dropping some loot to.  I suppose it really is no small wonder though that the Witch Hunter Armors end up as junk loot since they are completely ineffective against anything that said people would be hunting once that Witch is past 3rd level.  The problem isn't coming in under the cap of value, it's the fact that the loot system won't DROP the item because it's to busy regurgitating Horribly Dull Blades and Boots of Whatever.  System needs a tweaking.  I for one, am tired of walking around with PILES of 4th level Paladin Spell Scrolls, Arcane Caster Scrolls of 6th level or higher, Cleric Scrolls of 6th level or higher, Cleric Items, Paladin Items, THIEF items, but stuff usable for a Fighter?

*Unveils his new Store Selling Fell Boots, Wrist Guards, and an entire Wing devoted to Falkovnian Talon helms.*

Considering the number of Static Spell Chucking Monsters out there now, COMBINED with the number of Need +2 or better to Hit DR Monsters and Encounters, Things that Have MORE AB, then your total AC possible with ANY combination of available Heavy Armor and Tower Shield, that are CASUAL encounters hanging out with things that will fireball you to death, a Few things to spread the love around should not be to much to ask for. 8K is to low of a ceiling considering the elements within the current environment.

Eh. 36 SR would make you completely immune to all but the most powerful casters. Considering how common the SR objects are to come by, that might be a little bit overkill.

Maybe we should just throw out the money limit as far as SR goes. Give some more special armors SRs of 20-24, and make them only uber drops.

Considering How Common CASTERS are, I don't see the issue.  The Armor, doesn't show up that often and I have yet to see WHERE it drops or if it drops in something heavier then banded mail.  The Amulets, I might find 1, every 2 months or so.

~Rex


Man, this stuff drops ALL the time. It's not uncommon. I find one every couple of days.


You can not measure the Availability of Items and Items dropped, as a balanced system, based on the observations and results of Players dedicated to Grinding and Raping XP and Loot (Not my terms btw), Using Builds Designed Just for that Purpose.  There is no Control in that exercise to base a valid observation off of, especially when structured in a viewpoint of a balanced field of play, and a static environment.  It's skewed.  As for the Low Magic setting excuse.  Once Again I state that Low availability of Magic should also equate to a low number of MAGIC USERS.  However in the name of PC, we don't have that, nor do we impose environmental restrictions such as components on those PC's as they run amok willy nilly leaving a wake of devastated Lootless dungeons behind them.

I've never understood why in the name of Low Magic, that the Main perpetrators of it are supported with every means and those that should be in the fore front of such a setting are denied even the basic means to get by.  GOOD, spell resistant armors and such, Which come from the Setting as a Whole and from an area of the setting, that specializes in such things, should be set to a different scale.

~Rex





Title: Re: Items - Witch-hunter Armors
Post by: Gonny on November 13, 2008, 05:56:08 PM
24 Sr is a huge amount of Sr a level 14 caster w/o feats would have 50% of missing the spell. Sr is very powerfull.
Not to mention that any boss you find around (except demonologists) have low caster level, and SR 24 would make you totally inmune to all of them.
Damn, even with the lesser arcane grounding staff ((woah, long name, was it right?)) sr 18, i  block most of the spells casted by creatures.

Sr 20 sounds fair-ish.

Let's drop there some negative aspects that could make sense:

* -2 Dex. Is a very uncomfortable armor, which is made to resist spells, that's why it's form it's odd and you can't move as you'd expect.
* Weight bonus + "x"%. As said before is a tough armor made with heavy materials.
* -25% vulnerability to fire/electric/acid/cold. Cold would make sense. It's a cold armor, those metals the armors are made of, get quickly cold.
* -5 Tumble. Same as dex.
* -2 Con. The armor works with the vital strengh of the guy using it. It needs of your Vital force to work.


Those are a few things that could match with it.


In any case, yes, witch-hunter armors do need a change.
Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 14, 2008, 07:22:55 PM
"You can not measure the Availability of Items and Items dropped, as a balanced system, based on the observations and results of Players dedicated to Grinding and Raping XP and Loot."

Uh, sure you can. Because all the crap we find ends up at Murnu's, so everyone else is going to have the exact same access to it. It's not like people sit around holding all this junk. If you're not finding this stuff, it's because you're not checking often enough or other people are buying it up.
Title: Re: Items - Witch-hunter Armors
Post by: Helaman on November 14, 2008, 09:40:54 PM
24 Sr is a huge amount of Sr a level 14 caster w/o feats would have 50% of missing the spell. Sr is very powerfull.
Not to mention that any boss you find around (except demonologists) have low caster level, and SR 24 would make you totally inmune to all of them.
Damn, even with the lesser arcane grounding staff ((woah, long name, was it right?)) sr 18, i  block most of the spells casted by creatures.

Sr 20 sounds fair-ish.

Let's drop there some negative aspects that could make sense:

* -2 Dex. Is a very uncomfortable armor, which is made to resist spells, that's why it's form it's odd and you can't move as you'd expect.
* Weight bonus + "x"%. As said before is a tough armor made with heavy materials.
* -25% vulnerability to fire/electric/acid/cold. Cold would make sense. It's a cold armor, those metals the armors are made of, get quickly cold.
* -5 Tumble. Same as dex.
* -2 Con. The armor works with the vital strengh of the guy using it. It needs of your Vital force to work.


Those are a few things that could match with it.


In any case, yes, witch-hunter armors do need a change.
Screw dropping the Con... -5 or -10 to UMD...

That would hurt at least 2 of my fighter characters...

Also increase spell casting failure +50%

Voila!
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 15, 2008, 01:44:40 PM
24 Sr is a huge amount of Sr a level 14 caster w/o feats would have 50% of missing the spell. Sr is very powerfull.
Not to mention that any boss you find around (except demonologists) have low caster level, and SR 24 would make you totally inmune to all of them.
Damn, even with the lesser arcane grounding staff ((woah, long name, was it right?)) sr 18, i  block most of the spells casted by creatures.

Sr 20 sounds fair-ish.

Let's drop there some negative aspects that could make sense:

* -2 Dex. Is a very uncomfortable armor, which is made to resist spells, that's why it's form it's odd and you can't move as you'd expect.
* Weight bonus + "x"%. As said before is a tough armor made with heavy materials.
* -25% vulnerability to fire/electric/acid/cold. Cold would make sense. It's a cold armor, those metals the armors are made of, get quickly cold.
* -5 Tumble. Same as dex.
* -2 Con. The armor works with the vital strengh of the guy using it. It needs of your Vital force to work.


Those are a few things that could match with it.


In any case, yes, witch-hunter armors do need a change.
Screw dropping the Con... -5 or -10 to UMD...

That would hurt at least 2 of my fighter characters...

Also increase spell casting failure +50%

Voila!

WHAT!?  How dare you come up with Weaknesses that would Shaft Spell Casters or UMD folks........That goes completely against the that status Quo of things you know.

That's actually a pretty functional set up from the looks of it going to have to plug it into the tool set to see how it comes out.  Glad someone else brought that up other then me.  :D  Makes up for those Mormons Knocking on my door this morning at 8am.   :twisted:

~Rex 
Title: Re: Items - Witch-hunter Armors
Post by: Helaman on November 15, 2008, 10:10:54 PM
Go Elders Go... :) It was a fun 2 years, but I was happy to get on with my life afterwards - particulary the marriage part  8)

I've had a few laughs at my fellow missionaries expense - particulary because I am Australian and just enjoy a good laugh and a practical joke. One of my neighbours answered the door in a towel after just getting out of the shower, and told the Elders, he was planning some 'Adult activities' and asked would they care to join... He said they backed off so fast they nearly broke a speed record.

Back on topic so Delph doesnt come after me with a big stick...

Tumbling, UMD and Spell failure all make legitimate negatives that don't screw the fighter over for just being a fighter - case in point. Falkonvian Bracers... they come with an inbuilt Spell -50% to make up for their other bonuses.
Title: Re: Items - Witch-hunter Armors
Post by: Inquizitor on November 16, 2008, 04:35:47 PM
Doesnt SR also block benificial spells?
Title: Re: Items - Witch-hunter Armors
Post by: Helaman on November 16, 2008, 08:01:48 PM
Nah - its an engine thing. Gotta love Bioware.
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 17, 2008, 08:51:29 AM
I wonder if it's possible to set it up so that it DOES block beneficial spells.  That would be interesting.

~Rex
Title: Re: Items - Witch-hunter Armors
Post by: kenpen on November 17, 2008, 08:53:51 AM
People would just pull it on and off. :-P
Title: Re: Items - Witch-hunter Armors
Post by: Delphinidae on November 17, 2008, 09:04:30 AM
I wonder if it's possible to set it up so that it DOES block beneficial spells.  That would be interesting.

~Rex

It isn't that useful, since:

Quote
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

d20 SRD (http://www.d20srd.org/srd/specialAbilities.htm#spellResistance)

SR wouldn't block a beneficial spell unless you had some reason to not lower your SR. Also, like Ken said, they'd put on and off the item if they couldn't.
Title: Re: Items - Witch-hunter Armors
Post by: Nevoh on November 17, 2008, 10:52:47 AM
I think we should make all of the Witch-hunters clerics.

32 SR at level 20.  :lol:
Title: Re: Items - Witch-hunter Armors
Post by: Rex on November 17, 2008, 11:32:37 AM
I wonder if it's possible to set it up so that it DOES block beneficial spells.  That would be interesting.

~Rex

It isn't that useful, since:

Quote
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

d20 SRD (http://www.d20srd.org/srd/specialAbilities.htm#spellResistance)

SR wouldn't block a beneficial spell unless you had some reason to not lower your SR. Also, like Ken said, they'd put on and off the item if they couldn't.

yeah, that applies to creatures with Natural Spell Resistance.  Not so much to the Item wearing folk.  As far as CHANGING armor or what not, that is EASILY handled by applying a Time for Change function for armors, based on the type of Armor, and assigning Negatives per the book, based upon trying to Rush putting your Armor on.

That function btw also cuts down on those people that like to Flash change, their Armor, into Clothes that LOOK like their Armor, Cast their Spells, then Flash back to Real Armor again.
 

~Rex