| SillyString |
So I'm a level 10 antipaladin and have a headband, head, belt, armor and a weapon that aren't changing already. But i have 13.5k left to spend on other items. What items would you recommend that are either invaluable or just plain cool, +that I can afford on this budget?
(Bear in mind that im not concerned with increasing my AC or attack/damage, as I do not wish to outshine the other characters in the group. So utility or flavor suggestions would be great)
(Further info: playing an aggressive greatsword wielder, but i have high cha for the saves etc)
| Cevah |
Circlet of Persuasion will help with some skills
Ioun Stones are always nice
Wands can be useful
Metamagic Rods are cool and a number are within the 13.5K limit
There are even some staves that could be nice.
A homunculus from your blood, with extra HD and/or stats, could be a neat companion/slave that you can use to help scout, spy, or otherwise use.
/cevah
| SillyString |
Circlet of Persuasion will help with some skills
Ioun Stones are always nice
Wands can be useful
Metamagic Rods are cool and a number are within the 13.5K limit
There are even some staves that could be nice.A homunculus from your blood, with extra HD and/or stats, could be a neat companion/slave that you can use to help scout, spy, or otherwise use.
/cevah
Got that circlet already, so good to know it'll be useful! Think im going to steer clear of loose backpack items though.
ring of mind shielding to hide your alignment as well as other things
Good suggestion! I should have this covered with a feat mind you, what's better than not being detectable? detecting as a hero, that's what :)
An adamantine crowbar, a big leather sack, and a black domino mask, so you can expand your budget, Antipaladin-style!
Like the suggestion, but the party seems more interested in waging all out wars against the forces of good and picking the bodies clean than subterfuge and sneakiness.
Thanks for the replies so far, are there any "weirder" items people have used with surprising usefulness that i might be undervaluing? (My favorite suggestion at the moment is the homunculus but i think i shall avoid it to A: focus on the character's rp, and B: not slow down my turns)
| Dalindra |
IMHO, a Conductive Weapon is a must have.
Next, you need some way of dealing with flying enemies. It's slightly over your bucket, but Winged Boots are alright. If you can't save the money, you can buy potions of fly.
Of course, a Cloak of Resistance is always useful, even for an (Anti)paladin.
And finally, a favourite of mine: for just 50 gp, the Battle Mask.
I would also save some money for buying consumables according to your party's needs and the campaign you are playing. Consumables can save the day!
| Lady-J |
Lady-J wrote:ring of mind shielding to hide your alignment as well as other thingsGood suggestion! I should have this covered with a feat mind you, what's better than not being detectable? detecting as a hero, that's what :)
will the feat prevent you from being rezed and damb your soul to hell? if it does give it a nice long thought before you take it. ei be sure its really worth it plus its just a personal choise of mine but feats are generally less numerous than what i would like so if i can spend a small ammount of gold in the long run to save 3-4 feats ill do that instead and stack up on feats that make me better at doing what i wana do(which is normally combat)
| SillyString |
| 1 person marked this as a favorite. |
Oh, i missed conductive, i shall consider that, though i am trying to reign in my power to everyone elses still.
I actually tentatively had the cloak of resistance down, but im not sure if my saves will really need the help, its essentially my back up plan if i cant find something cool and unusual.
Battle masks are cheap, will probably spend some change on that.
Oh, as far as being prevented from ressing goes, i'm ok with the idea that when my characters die, their story is over and theyre dead, ressing never sat well with me.
| SillyString |
a boost to will saves never hurt and your party will agree when you pass the doninate person spells :)
Well, knowing this party they'll be the ones casting the dominate person spells... so maybe that cloak will go from the maybe pile to the definitely pile.
So with a +3 cloak i now have 4.5k left to spend, which limits the options a little more... ideas?
| Darksol the Painbringer |
Boots of the Cat are only 1000 gold and basically let you jump down from high places without a major fear of death (or being royally screwed), since you always land on your feet, and take minimum falling damage. (I'd suggest Feather Step Slippers, but they've been nerfed by errata into uselessness, unless your group doesn't follow the Ultimate Equipment errata, in which case I'd suggest that instead; ignoring difficult terrain is nice for a heavy armor wearer.)
Eyes of the Eagle improve your Perception by a +5 Competence bonus. Only 2,500 gold.
Take the rest and purchase some consumables. Potions of buffs like Fly would be useful...
| Lady-J |
Lady-J wrote:a boost to will saves never hurt and your party will agree when you pass the doninate person spells :)Well, knowing this party they'll be the ones casting the dominate person spells... so maybe that cloak will go from the maybe pile to the definitely pile.
So with a +3 cloak i now have 4.5k left to spend, which limits the options a little more... ideas?
i played an auradin in a campaign once(custom made paladin/fighter hybrid even with a +18 will save i still failed my save vs something simmilar to dominate but not quite cant remember what it was but it was like vague wording compultion effect (rolled a 2 on the die dc was like 23 or something) nearly killed my entire party which were a wizard, a warpreist, and a mezmerest. thankfuly the vague wording on the command made it so i wasn't forced to full attack them just do one attack each round they still took forever to subdue my character i had an ac of 32 at level 7 they ended up having to destroy the object the caster was chanelling spells threw to end the effect since then i try and make my will save my highest save if possible
| Cevah |
| 1 person marked this as a favorite. |
Here are some items:
Four-leaf Clover
Aura faint evocation; CL 5th
Slot none; Price 3,750 gp; Weight —
Description
This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn.
Construction
Requirements Craft Wondrous Item, divine favor; Cost 1,875 gp
Lucky Horseshoe
Aura moderate evocation; CL 9th
Slot none; Price 6,800 gp; Weight 2 lbs.
Description
Although it appears to be a simple horseshoe, a lucky horseshoe focuses and channels the mystical energies of good fortune. As long as a lucky horseshoe’s owner carries it on her person, she gains a +1 luck bonus on saving throws. Once per day, she can invoke the lucky horseshoe’s power to gain a +4 luck bonus on a single saving throw. She must declare that she is using this ability before the roll is made.
Construction
Requirements Craft Wondrous Item, divine favor; Cost 3,400 gp
3,000 Profane Seal Signet (Inner Sea Gods) CL 5th
Description: This ring is made of red gold with a single ruby cut into a pentagon shape. It functions as a ring of protection +1. In addition, the wearer may use arcane mark at will, but only on objects and willing creatures. Once per day, the wearer may use wrath[APG].
Construction: Requirements Forge Ring, arcane mark, shield of faith, wrath[APG], creator must be at least 3rd level; Cost 1,500 gp
Charm of Fate - neck - 5,000 gp
This talisman made of bone, claws, and beads protects its wearer from bad luck, evil spirits, and foul magic. The first time each day that the wearer fails a saving throw, the charm of fate causes the wearer to instead successfully save if the roll was missed by 5 or less. If the saving throw was missed by 6 or more, the charm's daily use is expended to no effect.
Scabbard Of Pain - 2,500 gp
This rugged black leather scabbard is wrapped in jet black chains that allow it to easily be hung from one's belt. A scabbard of pain grants it bearer knowledge of advanced torturing techniques used by depraved cultists of the Midnight Lord. It grows or shrinks to fit any bladed weapon sized for a Medium or Small creature. Three times per day, the bearer can declare that he is attempting to deliver a painful strike with a melee attack. If the attack hits, the opponent must succeed at a DC 11 Fortitude save or be affected by ray of sickening[UM]. The bearer can expend one use of the scabbard's painful strike as an immediate action to affect himself with the ray of sickening effect and voluntarily fail the saving throw. Doing so allows the bearer to reroll a failed saving throw against a mind-affecting effect.
Goblin Fire Drum – 2,000 gp; 1 lb.
This small crude-looking drum is attached to a strap long enough to loop around the wearer's neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the bearer deal an additional +1 point of fire damage per die (maximum +10).
All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer's turn as long as the playing continues.
Craft Wondrous Item, pyrotechnics, spark; Cost 1,000 gp (standard), 2,250 gp (greater)
Pale Green Prism (Ioun Stone) [Cracked]: +1 BAB or Saves; 4,000 gp
/cevah