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Thread: shoe fists and ties
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2010-02-11, 09:27 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- Somewhere
- Gender
shoe fists and ties
In a campaign, one of the characters use his craft skill to put spikes on his boots and a silk tie to go over his armor.
2 problems.
1) he wants to put the boots on his hands and use them as weapons? what should I do? Improvised weapons?
2) he wants to get the tie enchanted to boost his stats? Is that legal?
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2010-02-11, 09:32 PM (ISO 8601)
- Join Date
- Feb 2010
- Gender
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2010-02-11, 09:35 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- Somewhere
- Gender
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2010-02-11, 09:37 PM (ISO 8601)
- Join Date
- Feb 2010
- Gender
Re: shoe fists and ties
He wants to make the tie into an Amulet of Natural Armor perhaps?
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5).
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2010-02-11, 09:38 PM (ISO 8601)
- Join Date
- Dec 2008
Re: shoe fists and ties
From the SRD:
One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
Just count it as his neck slot and price it like a regular stat increase.
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2010-02-11, 09:39 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- Somewhere
- Gender
Re: shoe fists and ties
alright. thanks
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2010-02-11, 09:42 PM (ISO 8601)
- Join Date
- Mar 2009
Re: shoe fists and ties
I'd impose some sort of improvised weapon penalty for using the boots on your hands. Point him at the spiked gauntlet if that's what he wants legitly.
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2010-02-11, 09:48 PM (ISO 8601)
- Join Date
- Nov 2009
- Gender
Re: shoe fists and ties
My stance on player ingenuity is to ask myself:
1. Is the player getting a mechanical advantage? Is the player doing this for fluff/backstory reasons?
2. Is the player doing something absolutely ridiculous? How believable is the action in the context of in-game society or in-game levels of technology?
3. Is the player doing something that absolutely doesn't seem like it should work, but only does work in the context of the game's rules?
4. Will this cause one player to outshine the other players or will it cause him to somehow break the game?
These in mind, I would allow the spiked boots as reasonably good weapons because the player only seems to be getting a fluff advantage of being the guy who has shoes on his hands rather than getting a mechanical advantage of having a better weapon. I would be hesitant to allow the enchanting of a tie because it just seems like he's aiming for a mechanical advantage for doing something quite ridiculous. That or rule the tie as an amulet or something, so there's no actual mechanical advantage gained.Last edited by Vitruviansquid; 2010-02-11 at 09:48 PM.
It always amazes me how often people on forums would rather accuse you of misreading their posts with malice than re-explain their ideas with clarity.