Good Assassin Items and maybe Enchants?


Advice


Hello, I am currently new to pathfinder and D&D in general, so I'd like some advice on some equipment that my tiefling assassin may find useful. I currently have these thoughts on what I want, tho still undecided on what would be a good wrist and eye item.

Enchantment thoughts
-Glammered (armour) {Maybe}
-Shadow (regular, improved, greater) (Armour) {Yeas}
-Adhesive (armour) {Maybe}
-Etherealness (armour) {Maybe}
-Bane (weapon) {Yes}
-Cruel (weapon) {Maybe}
-Planar (weapon) {Not useful Right Now}
-Anchoring (weapon) (found it funny to imagine to see someone attatched to a wall from their cloths) {Maybe}
-Stalking (weapon) (Works amazingly with my plan to study ppl for 3 rounds when they die before I can hit them ( ͡° ͜ʖ ͡°)) {Maybe}

Equipment Thoughts
-Assassin's Dagger {Yes}
-Snakeskin Tunic {Yes}
-Spider silk body suit {Yes}
-Gauntlets of the weapon master {Yes, at a later date}
-Gloves of Reconnaissance {No}
-Gloves of the Shortened Path {Yes}
-Hat of Disguise {Yes}
-Ring of Mind Shielding {Maybe}
-Decoy Ring {Maybe}
-Cloak of Etherealness {Yes}
-Xorn Robe {Yes}


Sandals of Quick Reaction are a solid bet if you plan to use surprise a lot.


So, since you're new to Pathfinder lets talk about magic items. Generally speaking certain slots are going to be occupied by items that are considered BEST for every character. As in what that particular item offers is better than any other effect you could have. They are collectively called the Big 6.

I'm actually not sure what the big 6 are. But lets see if I can get it.

Shoulder: Cloak of Resistance. Saves are important. Seriously important. Cloak of Resistance is hard to replace with anything else.

Headband: Charisma if you talk your way out of things, Int if you need to pick up a certain skill, otherwise Wis for saves.

Belt: Assuming your a dex based build, dex buffing. Or if you aren't strength so you can hit harder and more reliabily. Con for anyone that doesn't care about hitting.

Ring: Deflection. AC is important and this is another way to bump it up. You have 2 ring slots...though Ring of Freedom of Movement is almost mandatory as far as I'm concerned.

Neck: Natural Armor. Seriously, AC is important.

Weapon: think you have this covered champ. Higher the bonus to hit the better, though some people will disagree and say a +1 to hit bonus and then another +5 in abilities is better.

Armor: kind of an after thought, but you want as much AC as you can get and this is the cheapest way to get it. You can also wear Armbands of Armor but its really expensive compared to normal armor with normal enchantments. Here everybody agrees max bonus to AC and then any fun abilities afterward since AC is a race you want to win.

If you can afford extra gear, you can have a second item for a slot that you switch in long enough to use and then switch back to the Big 6. Like your Cloak of Etheralness. You have to actively use it, it doesn't do anything passive for you. So only wear it when you plan on activating it.


Meirril wrote:

So, since you're new to Pathfinder lets talk about magic items. Generally speaking certain slots are going to be occupied by items that are considered BEST for every character. As in what that particular item offers is better than any other effect you could have. They are collectively called the Big 6.

I'm actually not sure what the big 6 are. But lets see if I can get it.

Shoulder: Cloak of Resistance. Saves are important. Seriously important. Cloak of Resistance is hard to replace with anything else.

Headband: Charisma if you talk your way out of things, Int if you need to pick up a certain skill, otherwise Wis for saves.

Belt: Assuming your a dex based build, dex buffing. Or if you aren't strength so you can hit harder and more reliabily. Con for anyone that doesn't care about hitting.

Ring: Deflection. AC is important and this is another way to bump it up. You have 2 ring slots...though Ring of Freedom of Movement is almost mandatory as far as I'm concerned.

Neck: Natural Armor. Seriously, AC is important.

Weapon: think you have this covered champ. Higher the bonus to hit the better, though some people will disagree and say a +1 to hit bonus and then another +5 in abilities is better.

Armor: kind of an after thought, but you want as much AC as you can get and this is the cheapest way to get it. You can also wear Armbands of Armor but its really expensive compared to normal armor with normal enchantments. Here everybody agrees max bonus to AC and then any fun abilities afterward since AC is a race you want to win.

If you can afford extra gear, you can have a second item for a slot that you switch in long enough to use and then switch back to the Big 6. Like your Cloak of Etheralness. You have to actively use it, it doesn't do anything passive for you. So only wear it when you plan on activating it.

Huh, a lot of this stuff I hadn't really thought about

-I currently already have a headband of int that is enchanted with tremor sense
-I also already have a ring of sustenance and invisibility and tho I dont think I will give up the invisibility (It is way too useful in my campaign) I can probs give up sustenance to get the freedom of movement because it seems really good.
-I actually hadn't thought of the neck slot so an Amulet of Natural Armor sounds great
-I already had planned to use a Belt of Physical Might (STR & DEX) or a Belt of Incredible Dexterity for bonuses to those
-I think the current armour and chest I had suggested are already good enough
-Also I hadn't thought of buying both cloaks and switching them out

Thank you very much

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