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We're restarting a homebrew campaign and I will be bringing in a new character at level 10. I've always wanted to try out a sorcerer, so I rolled up a level 10 Starsoul Sorcerer (human).
Character creation guidelines say that we get 1/2 WBL to buy initial equipment, but can only buy one magic item. My stats were pretty abysmal (if I had used point-buy, I would have come out with 17 points), so my Charisma is maxxed at 19. I want to get something that will be help my charisma score, but want it to me a little cooler than just a straight Charisma boost. Possibly a multi-use item that boost CHA and gives a save bonus or defense bonus? I was also looking at picking up some sort of utility-spell staff to free up my spells-known slots.
Any suggestions?

james maissen |
Character creation guidelines say that we get 1/2 WBL to buy initial equipment, but can only buy one magic item.Any suggestions?
Double check your rules. Normally it's full WBL but you cannot spend more than 1/2 of that on any one item.
If that really is the case, then I suggest that you plan on some item creation feats and don't spend all of your cash at the start.
-James

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Yeah, those are the character creation rules. 1/2 WBL, only one magic item allowed. I'm pretty feat-starved as it is, so I don't want to invest in any item creation feats. The DM is pretty good at letting us contract other crafter to create custom items, provided he doesn't blow up the continent before they are finished!

meabolex |

LOL one magic item? That must really suck for the melee classes.
Since apparently there's no limit on the individual item other than the cost, you might as well go the intelligent item route. I'd get the minimal Charisma you need to get a bonus spell (+2), so make the intelligent item from the Headband of alluring charisma +2 (4,000gp).
That gives you 27,000 gp to work with. Here's what I'd do:
base +500 gp
speech +500 gp
senses 60ft +500 gp
darkvision +500 gp
Int 13 +750 gp
level 1 spell 1/day +6000 gp
level 3 spell 3/day +18,000 gp
The total for that item is 30750 gp. Just make the item your alignment and pretty much synced up with your character.

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LOL one magic item? That must really suck for the melee classes.
Since apparently there's no limit on the individual item other than the cost, you might as well go the intelligent item route. I'd get the minimal Charisma you need to get a bonus spell (+2), so make the intelligent item from the Headband of alluring charisma +2 (4,000gp).
That gives you 27,000 gp to work with. Here's what I'd do:
base +500 gp
speech +500 gp
senses 60ft +500 gp
darkvision +500 gp
Int 13 +750 gp
level 1 spell 1/day +6000 gp
level 3 spell 3/day +18,000 gpThe total for that item is 30750 gp. Just make the item your alignment and pretty much synced up with your character.
OOOHHH, I like that. It fits well with my character concept, an ancestor-worshipping desert tribesman. It could contain the essence of a dead chief or something!
Any other ideas are welcome. I looked at the Robes of Arcane Hertiage, but the price was a little high for the benefit.

Cold Beer |

Nebelwerfer41 wrote:Disregard this thread. Turns out I was consulting the wrong chart, any of the above suggestions are too expensive.You are? WBL at level 10 is 62k, so your item should be 31k.
You are correct, if the campaign was using WBL. It is not.
FYI, he needs to work with 5025gp (half of 10050gp) per the campaign's Character Creation Rules. We're using the NPC Gear table instead of the WBL table. It is not uncommon for our group to have really harsh Character Creation Rules with strict restrictions like this when the DM has a specific goal in mind for the campaign.