
TPK |

So, Our characters are 10th level and have a significant amount of cash on hand for preparing and crafting magic items. We have hired two talented crafters dedicated to making us whatever our little hearts desire. We know we are heading into a land heavy with undead. What items are good calls for dealing with undead? I would also love some suggestions on spell selections for an arcane caster when dealing with vampires and ghouls. One note is the undead are not necessarily any specific alignment because in this home brew nothing has hard alignment restrictions.

Moto Muck |
Weapons:
Undead bane
Holy
Life surge is a personal favorite of mine for anyone who gets temporary hit points
Sunblade is nuts against vampires and very good against undead in general
Spells:
Death ward - a lot of people don't like it but I think it's very good if you have a moment to prep before combat
Burst of radiance is very good for only 2nd level esp if your gm lets it blind undead
Force effects are also handy against incorporeals

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War-hammer
Noqual Material (+1 Damage vs undead and Constructs)
Undead bane +2 attack +2d6 damage
holy +2d6 damage
+1 Noqual Undead Bane holy War-hammer ~55,500 Gp
vs Undead +3 (1d8 + 4d6 +4) before adding any bonuses from your character
Other good Weapon Enchants
Disruption (undead must make a will save or be destroyed)

avr |

Shoanti war paint (white) is useful if you are going to need death ward for the whole day. Expensive at 1800 gp but the 24 hour duration can be a lifesaver.
If you're not particularly stealthy you may want Gravewatch Pendants.
In general undead are often good at attacking from surprise - so anything which boosts your perception and initiative is worth getting.

Dragonchess Player |

An elysian shield is a bit expensive, but can be useful for a character with tower shield proficiency (or if the GM allows a heavy and/or light shield version).
A blade of the rising sun isn't as good as a sun blade, but has some unique abilities.
An everflowing aspergillum makes a decent secondary weapon (or possibly a primary weapon at lower levels).
The heartwood spear can be a good choice; especially if the GM allows it to have the same effect as a wooden stake.
A ring of the grasping grave can prevent an undead creature from receiving healing or other benefits from negative energy for a short time.
A ring of forcefangs or a ring of the ram can do force damage (for incorporeal undead).
Spiritualist rings are quite expensive, but have a nice suite of abilities.
A crown of blasting (minor or major) can provide a blast of searing light.
A helm of brilliance (or the lesser version) has some benefits for fighting undead.

Azten |

Ghost Touch is also useful(Oath against Undead Paladins add it to their armor and shields for free! That's +6 worth on enchantments).
Defiant armor and shields work out nicely too. +2 bonus versus attacks made by a certain type, for a total of +4 AC if you enchanted both.
Deathless armor is fortification against negative levels, and gives you negative energy resistance 5.

Fourshadow |

Ghost Salt weapon blanch on a quiver of arrows is very effective vs. incorporeal undead.
Bottled Sunlight is pretty cool too.
There's a bunch of good stuff in the Undead Slayer's Handbook that might interest you.
I second all of the above and add that the "beaming" weapon quality from Blood of Shadows Player Companion is quite good. Your ranged weapon can fire beams of searing light as many times per day as you have weapon bonus. IOW, if your longbow is a +2, then you can do this twice per day. Also, it can be done as a FREE action...very nice.

Gisher |

Tomos wrote:I second all of the above and add that the "beaming" weapon quality from Blood of Shadows Player Companion is quite good. Your ranged weapon can fire beams of searing light as many times per day as you have weapon bonus. IOW, if your longbow is a +2, then you can do this twice per day. Also, it can be done as a FREE action...very nice.Ghost Salt weapon blanch on a quiver of arrows is very effective vs. incorporeal undead.
Bottled Sunlight is pretty cool too.
There's a bunch of good stuff in the Undead Slayer's Handbook that might interest you.
It's a free action as part of an attack action or full-attack action, and it's only once per round. It is a nice ability, and at a cost of only +1 enhancement Occultists can add this with Legacy Weapon as soon as the weapon itself has a +1 enhancement bonus.

Cevah |

The spell Disrupt Undead is a cantrip, so you can spam it easily.
The Ectoplasmic Metamagic Rod is good vs. incorporeals.
The Thanatopic Metamagic Rod is good vs. defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist.
The Threnodic Metamagic Rod is good vs. undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects.
The Quarterstaff of Entwined Serpents is a cheap reliable source of force damage for incorporeals and for range.
The Deathless armor enchant is resist 10 vs. positive or negative energy damage per attack not resist 5.
/cevah

MeanMutton |

Is the Disruption Weapon Enchantment really feasible at higher level? The DC is 14. Will is the best save undead have. Would it be possible to make this more effective?
It's at least a 5% chance of destruction on every successful strike. It should strike absolute fear in the cold, dead hearts of vampires everywhere. You get a lot of attacks per round and eventually you don't have to bother with those tricky means of destroying vampire - just dust them.

Cevah |

Don't forget your defense pick up the defiant armor enchant (undead) to keep those undead from hurting you, because the longer you are alive for the more damage you do.
Linkified.
+1 bonus for +2 AC (enh) and DR 2/- vs foe type selected (type as per bane weapon property)
While it costs half of bane (defense vs. offense), the rocket tag nature of combat will favor offense vs. defense. Biggest problem is the likelihood that the target foe is encountered.
/cevah