Wayne Rhodes wrote:
Xavon wrote:
Brad Mortensen wrote:
Xavon wrote: The more I think about it, the more I like my middle suggestion. Want to reword it:
Kilt of Dungeonbane
Choose one at start:
+4 STR, +2 DEX, +2 CON
OR
+2 STR, +4 DEX, +2 CON
OR
+2 STR, +2 DEX, +4 CON
I would also be satisfied with
Kilt of Dungeonbane
Choose one at start:
+4 STR, +1 DEX, +1 CON
OR
+1 STR, +4 DEX, +1 CON
OR
+1 STR, +1 DEX, +4 CON
The reason I like these is because they fit the theme of the kilts; choose one stat to boost and get side-effects on the other two. Only at the Eldritch level, the boost is a bit smaller, and the side effect is a lesser positive instead of a negative.
And none of that helps me either
I know. 5 would get you closer but you want the 6. But I don't think that's on the table.
Out of curiosity, what do you use for the other 3 DEX you need beyond the Fatherbane Kilt?
I’m personally using boots of the Marauder and the rod segment 6 in every build.
Rod, Bracers of Fast Fitness.
I can make up the rest. I can replace an Ioun Stone, or Neck (which kill my Charm Necklace and Charming tokens) or whatever. That’s not the point.
+4 con/+5 hp gives wizards everything they want out of the Kilt, plus 4 bonus DEX. And they don’t have to make any changes to get there.
At best, I jump through hoops to tread water. The extra HP are nice but don’t make up for it.
I realize I created this problem myself. If i hadn’t made Thor’s I wouldn’t care so much, and if I played literally any class OTHER than Cleric those two DEX wouldn’t be worth getting all angsty about.
I tried arguing against the 20 DEX min last year, but the Kilt made it doable so I gave up. I’d have started screaming then if I’d known this was where it was going.
I should just shut up about it and switch classes.
Luckily I’m done making legendaries for awhile so I’m unlikely to paint myself into a similar corner anytime soon.
"Ceci n'est pas une pipe" - Magritte