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. You're likely better off just using the rules for magic item generation to make your sets, but if you're especially judicious and devoted to the idea of balance, you could make a good home-brewed set.This review is going to have to be a tad different. Possibly the most dangerous and least acceptable course is to simply concoct some sets of your own, using the relative powers and abilities of sets as a guide. Lacking the ease of a table, this liberates you to make whatever would be good for your character(s). This sets you up to use the rules (as far as they can apply) to make your own sets. Therefore, any list you find will not be in 3.5 canon, and is either generated or home-brewed.ģ.5 has rules for generating magic items, and the Magic Item Compendium tells you what you need to make particular sets. Sadly, the idea of sets never had the chance to firmly take root in 3.5 canon, and I was not able to find another book that takes advantage of sets. It was published in 2007, one year before 4th edition came out. Magic Item Compendium Is a Latecomer to 3.5
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