lantzkev
|
The goal is to be a fairly defensive. The character is a construct synthesist summoner. No half price from craft item feats is allowed.
I'm honestly just considering going with a belt of physical might +4, cloak of resist +4 and channel construct brick. But I'm wanting ideas as to what'd be optimal for this. There is zero consideration for actual armor since while fused it's not applicable.
| Rynjin |
Do you already have an Eidolon Anchoring Harness?
AURA moderate abjuration CL 7th
PRICE
6,000 GP WEIGHT 1 lb.
Loadstone studs line the straps of this ornate leather harness.
When worn by an eidolon, the bindings act as a dimensional safety harness, anchoring the outsider to its current plane. Any time the eidolon would be forced to return to its home plane (such as when it’s reduced to negative hit points equal to its Constitution score or when its master is rendered unconscious), it can expend one use of its summoner’s summon monster spell- like ability as a free action to remain on the Material Plane for 1 round. The summoner does not need to be conscious for the eidolon to use this ability, but he must be within 100 feet. If the summoner is conscious, he can refuse to allow this expenditure (which means the eidolon is forced back to its home plane). If the condition that would have sent the eidolon back to its home plane is still in effect after 1 round has passed, the eidolon may expend another use of its master’s summon monster spell-like ability; otherwise it immediately returns to its home plane.
Should work even for a Synthesist.
lantzkev
|
yeah, although as a construct, if I'm unconsious, I'm dead. The only time this particular item could come into play is if I was somehow able to be knocked out, or in the case of banishments etc.
Hrmm... I'm not actually 100% that's not a great item to get, I think though I'll probably try and pick that up as we get going. 6k gold is easy to achieve at lvl 10 as we adventure, particular we get to craft after we're in game.
| AndIMustMask |
usually for a general 10th level character my first priorities are:
-'item tax items' (those class items you be daft to be without--gloves of dueling, monk's robe, bracers of the avenging knight, etc.)
-better weapons/armor (usually +1 or +2 with that budget)
-stat-increase items (usually +2)
-cloak of resistance (+2 or so, since usually anyone who's not a monk or paladin has pretty bad secondary saves)
-AC items (ring of protection/amulet of natural armor, usually +1 since they're a tad pricy)
-handy haversack (very, very useful, 2000g)
-QUICK RUNNER'S SHIRT/CRUSADER'S TABARD (latter more melee-bent, 7000g altogether, insanely useful)
-then other fiddly class-related bits (pearls of power, boro beads, those-pearls-for-spontaneous-casties-that-do-the-same-but-cost-double-for-s ome-reason) or misc. purchases.
| mavbor |
I like Intellegent items. If your GM will allow one to be disigned for 62k it could be awesome.
Base increase 500gp
Make it Your allignment:
14int/10wis/10cha 1,000
Telepathy 1,000
Purpose (something that wont betray you or group)(below is what I pick)
Defend the servants and interests of a specific deity
Item can use a 4th-level spell at will 56,000 gp
Item can cast a 0-level spell at will 1,000 gp
Item can cast a 1st-level spell 3/day 1,200 gp
Item can cast a 1st-level spell 3/day 1,200 gp
Total cost: 61,900
Total Ego depends on the total cost of the base item minus its intellegent ehhancements.
The item can cast the spells on your turn but it has its own actions so you wont need to cast them.
If making it Arcane:
Dimension Door: (Item is caster you can still take actions)
If making it Divine: (change Int to Wis)
Cure Critical Wounds
Above is just two suggestions for spells. Can pick any 4th lvl spell as long as it doesnt have costly components. Can also Drop the 4th lvl spell at will and change it to a 3rd-level spell 3/day and 4th-level spell 3/day for 51600 instead of the 56000. Then can add other things to it.