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Switch to Forum Live View Need Advice on Starting gear for LVL2 Monk
7 months ago  ::  Nov 28, 2012 - 1:56PM #11
Spyre2k
Date Joined: Nov 9, 2012
Posts: 55
Thanks for all the suggestions. I am leaning towards the Healing Belt since it seems I'm likely to get the most benefit out of that. And not likely to need a replacement item for belt slot for sometime.

Some of the other utility items, while nice, I could easily hold off on getting and make due with the 1 use consumable versions that are cheaper. And MW stuff seems a bit pricey for an item I'm likely to replace with a slightly better bonus in a short while.
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7 months ago  ::  Nov 28, 2012 - 3:19PM #12
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 14,318

Nov 28, 2012 -- 1:40PM, Krusk wrote:

I would assume you get both gloves when you buy a set? 

My thought being that, although you can't flurry the +1 to hit helps. So you get two melee attack routines. Either a single attack (such as after movement) at normal attack +1 from masterwork. The other is when you full attack (and switch to kicks) at normal attack -2, but you get two of them. 


Alternatively, they are a monk weapon and you just flurry with them.


This.  Since they're unarmed attacks, you can flurry.

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7 months ago  ::  Nov 29, 2012 - 8:07AM #13
Spyre2k
Date Joined: Nov 9, 2012
Posts: 55
Seems it's back to the drawing board. The DM has no problem with me spending nearly all my money on one item but does feel that Healing Belt is OP. Given that a Wand of Cure Light Wounds runs the same price but only has 30 cast of 1d8. Where as the belt has 3 cast of 2d8 Daily, which means after 5 days it's done as much healing as the Wand. Plus since it's doing double the amount per cast it reduces the amount of actions needed to be spent healing.

I can kind of see where he is coming from on this. I mean after all most of the other items I was kind of meh on. But when I saw the healing belt there was not much thought as it seemed so much better then everything else I had seen I went right for it. I did continue to look at other items but they were all still meh in comparison to that 3 cast of 2d8 healing per day. Especially since the party is a bunch of level 2s with mabye 8-16HP, meaning it could nearly fully heal most members in one cast.

The DM hinted that he might allow it but if he does and I take it then given how cheap it is we are likely to see a lot of the tougher humaniod monsters, especially the "bosses", using it at well. Effectively giving them 3 rounds of 2d8 healing. With that I'm kind of skeptical on taking it as it could end up making the fights a lot tougher for us.


I've never really used the magic creation rules but I was wandering just how do you price items that have daily casting amounts? Just curious as to how other items stack up in comparison.
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7 months ago  ::  Nov 29, 2012 - 2:15PM #14
Krusk
Date Joined: Nov 30, 2005
Posts: 4,948

The healing belt is better than other healing items. Problem is that healing items suck. 


If you don't like masterwork items just save your cash. 

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7 months ago  ::  Nov 29, 2012 - 5:44PM #15
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,267
wand of cure light wounds has 50 charges (not 30) of 1d8+1 healing, for a total average capacity of 275 points, which would take just over 10 days for the belt to match if you're using it in the most efficient way.  The healing belt is handy for PCs because you can take advantage of that endurance across multiple days, while an opponent you face might well be served better with other improved gear, since they won't often be around long enough to gain that benefit.  It also requires a standard action to activate, so it's not a good idea to use it in the middle of a fight if you can avoid it (if your opponent heals themself of 2d8 points of damage, your party should be using that time to damage them while they can't effectively fight back). 

That's true for you as well; unless the need is critical, it's better to defeat your opponent before patching your wounds since they can continue to hurt you until they're down and often deal damage faster than it can be healed (the less efficient uses of the belt are more practical in that sense, since you can get more healing for the time you lose).

The only way to truly tell is to see how it goes in play, but if you're really not allowed to take the belt, there are always other things to buy.
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