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Yogibear41
2019-07-14, 02:29 AM
Assuming I have basic things covered like +5 weapon of X, Y, and Z, +6 enh bonus to strength, +5 inherent bonus to strength.

What are other good magic items for melee types? Looking for things that give other sources of bonuses to hit/damage/strength, etc.

Assuming no buffs from casters so I don't have to worry about bonus types not stacking (luck, morale, etc.)

pabelfly
2019-07-14, 02:39 AM
Wouldn't you be after other stuff, like flight, immunities to stun, daze, fear, death, that sort of thing? Doesn't matter what stats you have or how many attacks you can do if you can't attack.

Eldariel
2019-07-14, 02:53 AM
The best items:
Boots of Speed: Haste for up to 10 rounds per day (+1 to hit and AC too). It's awesome, and very cheap.
Grafted Wings Graft [Fiend Folio]: You need to be able to fly. This gives you permanent, cheap flight for a pittance and benefits greatly of Haste.
Belt of Battle [MIC]: Extra actions are always key.
Anklets of Translocation [MIC]: Get-out-of-grapple-for-free card that also kicks ass as a repositioning tool.

For numeric bonuses, you mostly have stuff like Pale Green Prism Ioun Stone for +1 competence to rolls including attack. There's that Resounding weapon property [MIC] for +1 morale to attacks on hit - also a bunch of specific weapons and such that grant an assortment of morale bonuses to attack with an assortment of limitations. Granted, most of that stuff is never worth buying since spellcasters can provide better bonuses at zero investment.

Biggus
2019-07-14, 08:23 AM
MiC has a fair few good-value items. Useful at low levels, and at high levels, if your DM allows multiple abilities on a single item, why not have them all?

Armbands of Might: +2 damage when you power attack for at least -2 penalty, also bonus to strength checks, continuous. 4,100GP

Belt of Growth: Enlarge Person for 10 mins, 1/day. 3,000GP

Belt of One Mighty Blow: extra damage on your next melee attack, 1/day, swift action to activate. 1,500GP

Bracers of Great Collision: extra damage on critical hit with bludgeoning weapon, 2/day, free action. 1,500GP

Bracers of Quick Strike: extra attack, 1/day, swift action. 1,400GP

Counterstrike Bracers: free AoO when enemy misses you in melee, 2/day, immediate action. 2,500GP

Devastation Gauntlets: extra damage on critical hit in melee, up to 3/day, swift action. 2,000GP

Enemy Spirit Pouch: attack, damage and skill bonuses against one Favored Enemy type, stacks with FE, continuous. 2,100GP

Gloves of Fortunate Striking: reroll an attack, 1/day, immediate action. 2,000GP

Piercer Cloak: extra damage when attacking from higher ground, 3/day, swift action. 900GP

Strongarm Bracers: wield weapons one size category larger than normal without penalty, continuous. 6,000GP

Torc of the Titans: +5 to melee weapon damage and strength checks for 1 round, 3/day, swift action. 3,300GP


Then there are weapon crystals, which enable you to do extra damage much more cheaply than improving your weapon itself. Prices vary by strength.

Energy Assault Crystals: extra fire, acid, cold or electric damage.

Demolition, Fiendslayer, and Truedeath crystals: make your weapon much more potent against constructs, evil outsiders, and undead respectively.

Phoenix Ash Threat: does extra fire damage each round following your attack.


There are also lots of weapon properties which increase damage. Some of particular interest:

Berserker: +1d8 damage with 2-handed melee weapon while raging. Combine with Armbands of Might for the power attacking Barbarian. Price +1 bonus

Collision: +5 damage on every hit is hard to beat. +2 bonus

Enervating: bestows a negative level on every critical hit. Very useful if eg dual-wielding keen kukris. +2 bonus

Impact: like keen, but for bludgeoning weapons. +1 bonus

Mighty Smiting: +2 attack and damage on smite, also 1 extra smite per day. +1 bonus

Biffoniacus_Furiou
2019-07-14, 10:01 AM
Remaining able to attack is likely more important than adding bonuses to your attacks. For this reason, you should try to get something from each category of the Necessary Magic Items (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items) list. You can't hit something you can't reach, so you need flying and tactical teleportation. You can't hit something you can't see, so you need true seeing or similar. You can't attack if you're stunned, frightened, dazed, mind controlled, held in place, etc. so you need immunity to those types of effects. There are effects that can be so debilitating you may as well not make attacks, so be immune to energy/ability drain. You may be up against enemies who also hit hard, you don't want them killing you before you kill them, so initiative bonuses and miss chance are needed.

Yogibear41
2019-07-16, 11:33 AM
I've got all my defenses covered and have teleportation+flight abilities. I'm just looking for ways to boost my damage and/or my to hit.

RNightstalker
2019-07-16, 09:18 PM
Ioun Stones can give you different bonus types to attack/damage, we did a thread a while back about pricing out improving them and whatnot.

An Aptitude weapon enchantment works great with Lightning Mace for a weapon with a high crit range.

Sacred Scabbard will allow you to imbue a weapon with bless weapon property stored in it if it isn't enchanted relating to critical hits.

Dungeonscape has wand chambers that let you put a wand in the hilt of a weapon>>sniper's shot in a bow for SA, wraithstrike in a melee weapon when you just can't hit the bbeg.