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MaxMAnAtArms
2018-01-09, 05:17 AM
The title sort of says it all but to go into more detail. My group just helped a god gain some of there power and ofc through the adventure we slowly acquired magic items and have some down time. So i wanted to outfit myself some more and bolster my power and output if possible. I know there is the Magic Item Compendium which i have been looking through but i wanted to see what activie players would also suggest. Atm im a lvl 15 Fighter 5 (armored mage) sorcerer 10(meta magic specialist).I focus mostly on Conjuration spells and

Hands - Gauntlet of Orgre power (willing to swap it out)
Ring - Ring of Sustenance
Ring 2 - Ring of Protection +3
Feet -Boots of Levatation (willing to swap it out)

With my class specs/mix I can wear light armor without worrying about spell failure i was looking into things like


Head - Circlet of rapid casting To quick cast my lower spells if i wanna double down on output
Arm - Armband of Elusive action (not 100% on this one)
Shoulder - Cloak of Battle For the ac as well as the possible weapon and disarm if the need should be there.

Leaving i have yet to actually fill as :

Head-
Face- Horizon Goggles (They fit my build unless something better comes up)
Throat-
Shoulder -
Arm -
Body -
Torso -
Waist -

And would custom "made" enchanted armor beat typical "standard" equipment?
Oh! and if it matters. I mostly cast spells but i do have a Magic slingshot (Stun shot) with bag of boulders with it and a morning star dagger and quarterstaff as non spell weapons.
Any suggestions would be awesome and appreciated!

While I do have fighter levels I mainly have them so im a more durable caster as Im not a fan of being the Squishest target in a room. The fighter feats i do own are point blank shot / Defensive archery/ percise shot.

Im also looking into Increaseing my AC as to which most the items I do own/have were some form of ac buffer.

* Edited to adjust items i have found hunting around and finding out torso/body are counted separate *
*edit 2 more info on PC stats/feats *

noob
2018-01-09, 05:31 AM
Once you have the money the phylactery of change is quite nice.

MaxMAnAtArms
2018-01-09, 05:36 AM
Once you have the money the phylactery of change is quite nice.

Wow that seems really broken for the cost. like damn.

Mordaedil
2018-01-09, 05:49 AM
Why not a cloak of charisma?

MaxMAnAtArms
2018-01-09, 05:54 AM
Why not a cloak of charisma? Im looking into ways to boost power as im using my level up abililty points to boost charisma itself.

noob
2018-01-09, 05:55 AM
Maybe he does not runs out of spell slots and do not use spells with save dcs?
Not everybody needs the bonus charisma from the cloak.
Or maybe one of his friends is an incantatrixe and he have a persisted spell increasing his charisma more than a cloak could.
level up boost is type-less and so would stack with a cloak which gives an alteration bonus.
But eagle splendor does not stacks with a cloack of charisma as any other effect giving an alteration bonus to charisma.

Darrin
2018-01-09, 11:25 AM
Hands - Gauntlet of Orgre power (willing to swap it out)


Hands: Gloves of the Starry Sky (1100 GP, MIC). I like to get these gloves for spellcasters, so I can "Pew-Pew" with magic missiles without cluttering up my 1st level spell slots without direct-damage spells. For a sorcerer, it's also helpful because you don't have to devote one of your very limited "known spells" to magic missile.

Also consider:

Hands: Glove of the Master Strategist (3600 GP, Ghostwalk). Same ability as Gloves of Storing but at a much more reasonable price. There's also 1/day truestrike, but make sure you ask the DM if it's use-activated (as you swing the weapon) or is command-word activated (standard action).



Ring - Ring of Sustenance
Ring 2 - Ring of Protection +3


Ring#1: Stormfire Ring (4000 GP, MIC). One of my favorite magic items. It does several things: autohits as an area-effect, 25d6 no-save electricity damage, and counters concealment/invisibility.

Ring#2: Ring of Spell-Battle (12000 GP, MIC). This is a bit pricy, but generally a "Must Have" for any spellcaster for the ability to dispel or re-target any spell within 60' 1/day as an immediate action.



Feet -Boots of Levatation (willing to swap it out)


Feet: Anklet of Translocation (1400 GP, MIC). A very popular pick, but with good reason. 2/day swift-action teleports can get you out of a sticky situation while leaving your move/standard actions intact. However, if you find that you need that swift action to cast spells, consider upgrading to the Boots of Swift Passage (5000 GP, MIC), which gives you 20' teleports as a move action 5/day.

If you have the funds:

Feet: Cloudwalker Anklets (50,000 GP, MIC). Continuous air walk.



Head - Circlet of rapid casting To quick cast my lower spells if i wanna double down on output


Exactly what I would suggest. A little expensive, but a great pick.



Arm - Armband of Elusive action (not 100% on this one)


Arms: Armbands of Might (4100 GP, MIC). You mentioned fighter levels, and if you have Power Attack, then I'd recommend these for bonus Power Attack damage. Otherwise, Crimson Dragonhide Bracers (5000 GP, MIC) might be a good upgrade. If you're doing anything with a two-handed weapon, then Strongarm Bracers (6000 GP, MIC) can be pretty nifty. Otherwise, consider saving up for some Bracers of Lightning (11000 GP, MIC).



Shoulder - Cloak of Battle For the ac as well as the possible weapon and disarm if the need should be there.


For the shoulder slot, I usually start with a Cloak of Elemental Protection (1000 GP, MIC), and upgrade it with resistance bonuses as a Cloak of Resistance. After that, I usually save up for either a Transposer Cloak (6000 GP, MIC) or a Shadow Cloak (5500 GP, Drow of the Underdark). However, the functionality of either cloaks can be replaced somewhat with a wand of benign transposition or a wand of wings of cover.



Face- Horizon Goggles (They fit my build unless something better comes up)


Face: Spellsight Spectacles (2500 GP, MIC) for UMD checks on scrolls, although that's more of a "backpack" item. Third Eye Clarity (3000 GP, MIC) for negating confused/dazed/fascinated/stunned 1/day. Third Eye Freedom (2600 GP, MIC) and Third Eye Surge (2100 GP, MIC) are also good options.



Throat-


Throat: It's a bit old-school, but I like Necklace of Adaptation (9000 GP, DMG) in this slot, hopefully with a Con bonus or natural armor bonus added on. I'm also a big fan of the Collar of Perpetual Attendance (http://archive.wizards.com/default.asp?x=dnd/fools/20030401c) (2000 GP, website), although that could also go on a familiar if need be. If funds are short, then I usually start with an Enduring Amulet (1500 GP, MIC) or an Amulet of Tears (2300 GP, MIC).



Body -


This slot generally corresponds to a robe or a suit of armor. A mithral (or darkleaf) breastplate +1 usually goes here, maybe with Death Ward or Light Fortification enhancements. If you're using the Cloak of Battle or Bracers of Armor for your armor bonus, then Robe of Mysterious Conjuration (10000 GP, MIC) would probably be a good pick: you can swap an existing spell for a Summon Monster spell (even if that particular summon spell is not on your known spells list) as a standard action 3/day, and the summoned creature can act immediately.



Torso -


Torso: Dispelling Cord (1000 GP, MIC) is cheap, although I usually go for the Tunic of Steady Spellcasting (2500 GP, MIC) for +5 competence bonus on all Concentration checks. You can also add on resistance bonuses here.



Waist -


Waist: Healing Belt (750 GP, MIC) usually goes here until you can afford a Belt of Battle (12000 GP, MIC). I also like Novice Stone Dragon Belt (3000 GP, Tome of Battle), but that's more for a non-caster. Belt of Wide Earth (8000 GP, MIC) is a good pick for a sorcerer for the 2/day teleport swap.



And would custom "made" enchanted armor beat typical "standard" equipment?


Yes! Almost all the printed armors in the books tends to be badly designed. If you can cast in light armor with no ASF, then pick up a mithral breastplate +1. Put Death Ward (+1 enhancement) and Light Fortification (+1 enhancement) on there until you can afford something like Soulfire (+4, Book of Exalted Deeds) and/or Freedom (+5, MIC) on it.

Thurbane
2018-01-09, 03:55 PM
Raiment of the Four and Robe of Mysterious Conjuration (all from MIC) add to a Sorcerer's spell flexibility.

Biffoniacus_Furiou
2018-01-09, 09:56 PM
Get all the Necessary Magic Items (www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items) that your spells won't cover.

Magic Item Compendium page 234, you can basically add generic bonuses to existing magic items for the same price as buying a separate item of that bonus. So putting a +2, +4, or +6 to an ability score on another item of the appropriate slot for that stat is the same price as buying a separate item of that same bonus.

Definitely get a Circlet of Rapid Casting (MIC).

ericgrau
2018-01-09, 10:55 PM
Good suggestions already.

Multiple lesser rods of extend spell too. At your level, assuming CL 15th, you can boost 10 min/level 2.5 hour spells to 5 hours, then cast multiple to get to 10 or 20 hours a day. Suddenly 10 min/level spells are a lot better and you can pick a bunch more.

Some great hour/level+ candidates: shrink item (1 extended spell slot per day at CL 15 gives 30 items continuously), craft magic tattoo (SpC). And most everything else really, but at your level 10 min/lev start to take over.

Some great 10 min/level candidates: magic circle against evil, spider climb, see invisibility, (mass-SpC) energy resistance (especially if you use area damage), alter self (AC or many things), dragonskin (AC + energy resistance, SpC), ebon eyes (SpC) + darkness (all day 20% miss chance), hamatula barbs (seems little but 4 party members x 3 rounds = 54 damage without spending a single action), heroics, swim (SpC) + water breathing, tremorsense (SpC), keen edge, weapon of impact (SpC), tongues.

All spells mentioned are level 3 or lower, so they're cheap to rod-extend.

Buff spam the whole party and enjoy your superpowers and major AC boost. If your DM starts ending enemies with dispel, then congrats on wasting an enemy casters' first turn. And your party still keeps most of its buffs. If you can boost your caster level it can help the duration, save spell slots and therefore allow more low level buffs.

IMO give the whole party tremorsense + spider climb. See invisibility for you only. Not because it's necessarily the most effective, but because it's the coolest.