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SirBiggimus
2013-09-28, 02:05 PM
My friends and I are going to be starting a campaign here soon, the party consists of a level 6 warblade(spiked chain tank), a level 6 druid, and a level 6 rogue. any sugstions as to what kind of items we should all have on hand?

Tar Palantir
2013-09-28, 02:16 PM
Healing Belts, from the Magic Item Compendium, are a godsend, especially since you lack a cleric. 750gp for a +2 on heal checks and 3 charges of healing per day. You can spend one, two or three charges as a standard action to heal 2d8, 3d8, or 4d8 damage with a touch, respectively. If everyone has one of those, and the druid picks up a wand of Cure Light Wounds (or even better, Lesser Vigor from Spell Compendium), your hp healing needs will be easily met without the druid preparing a single Cure spell. I also tend to grab the Orb of Mental Renewal and Rod of Bodily Restoration from MIC (though only one of each is necessary for the whole party) to cover ability damage for a bargain price as well. Beyond the healing items, things like flight, special senses, miss chances, and immunities to key status effects and spells take priority. This list (http://www.giantitp.com/forums/showthread.php?t=187851) is the best resource for what you need to do and the best ways to do it.

eggynack
2013-09-28, 02:20 PM
What kinda book access do you have? Also, what's the intended primary focus of the rogue, and especially the druid? You're probably going to at least want a magic weapon, or maybe weapons in the rogue's case if he's going TWF, but I've never seen magic armor as strictly necessary. For vague item information, I usually defer to the lists of necessary magic items (http://www.giantitp.com/forums/showthread.php?t=187851), Bunko's Bargain Basement (http://brilliantgameologists.com/boards/index.php?topic=350.0), and Shax's Indispensable Haversack (http://www.giantitp.com/forums/showthread.php?p=8235865). On a druid, generic items are usually a periapt of wisdom, wilding clasps (MIC, 190), and maybe a pearl of speech (MIC, 118). For more specialized stuff, I've always like the ring of the beast (CC, 141), and maybe a chronocharm of the uncaring archmage (MIC, 86) and a lesser rod of extend spell if I'm looking for cheaper stuff.

Pluto!
2013-09-28, 02:22 PM
Are your characters' numbers big enough to reliably affect the monsters that you need to reliably affect? If not, that's priority number one. This is where the boring +{numbers} ability and gear enhancements come in.

Are your characters' abilities versatile enough to affect the monsters and dudes you need to affect? If not, find a way to do that. For something like a Rogue in an undead-ridden setting, that could mean either picking gear that directly makes his abilities work, like a wand of gravestrike to sneak attack undead things, or it could mean picking gear that gives alternate abilities to use in undead encounters, for instance a wand of command undead. At this level, flight is going to start being one of those hurdles nonmagical characters need to jump to matter.

And once you've shored up your numbers and versatility enough to reliably have your characters do something in a variety of situations, you'll probably want to shore up your defenses with immunity items (Third Eye: Clarity from MIC are cheap and cover a lot of nasty effects), just to make sure you live long enough to accumulate even more plunder.

Relevant links:
Optimization by the numbers (http://www.minmaxboards.com/index.php?topic=3472) - If you can't reliably overcome these mean values with your offense, you should probably be focusing on boring numbers stuff.
Lists of Necessary Magic Items (http://www.giantitp.com/forums/showthread.php?t=187851) - A bunch of well-costed ways of achieving certain goals like immunities and means of mobility.
Complete MacGyver (http://www.minmaxboards.com/index.php?topic=8944) - Fun/useful items to make the most of any change remaining.