Author Topic: Adventuring Kits  (Read 3567 times)

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Adventuring Kits
« on: June 15, 2009, 06:25:11 AM »
I got the idea for this thread when SorO_Lost quoted his "base item list" for his 20th level characters.

The basic idea is to post your must-haves for your 20th level characters. This isn't a bargain basement, this is for equipment of any cost, so long as you think it affords a very good benefit to a number of characters. Think of this as another franchise owned by the Bunko group, dedicated to easy, premade equipment choices.

Just for ease of browsing, if you can split your list into categories like "for Bards" and "general use", provide book/page references, and possibly body slots, benefit and cost. Example:

For Arcane Casters:

Body - +X Githcraft (DMG2) Mithril (DMG) Twilight (MIC) Breastplate
      +6 to +10 Armor, no ASF, -1 ACP, +1 unnamed to concentration - Starts at 8800gp

For Any Caster:

Torso - Tunic of Steady Spellcasting (MIC)
      +5 competence to Concentration - 2500gp
     

BowenSilverclaw

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Re: Adventuring Kits
« Reply #1 on: June 15, 2009, 06:56:44 AM »
Sounds like a great idea :)

I'll get some stuff up later on.



By the way, change that armor from Breastplate to Chain Shirt and add Chahar-aina and Dastana (OA) for a +1 nett increase to AC and the ability to get some more armor magic abilities ;)

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Re: Adventuring Kits
« Reply #2 on: June 15, 2009, 07:38:02 AM »
For meleefighters:

+1 Eager Warning Metalline Sacred Weapon of choice with a (at least) Lesser Truedeath Crystal. (MIC)
+7 initiative, and able to punch through almost all DR while able to hit incorporeals.
(I prefer this to Transmutation, because you don't "lose" a round attacking first.)

Martial Adepts will want to add one or two Disciplines of choice. (ToB)
+3 (and most of the time +6) to hit.

If you've decent CHA (Paladins, Crusaders probably, Bards,...) add Stunning Surge. (MIC)
Decent attempts to Stun at the cost of a swift action.
« Last Edit: June 15, 2009, 10:27:16 AM by GawainBS »

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Re: Adventuring Kits
« Reply #3 on: June 15, 2009, 10:09:54 AM »
For the party face:

Admiral's Bicorne - 50,000 gp
+5 unnamed to all Charisma-based checks (including UMD), Leadership score, and Profession (Sailor) (whatever...), +2 morale to attacks, saves, and skill checks of allies within earshot (including the wearer), wearer's voice can be heard clearly within 100 feet

Nice Bard replacement (or accesory). The +2 means the bonus to Cha-based skills is effectively +7. Effects dependent on hearing the wearer also benefit from the increased range of his voice.
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SorO_Lost

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Re: Adventuring Kits
« Reply #4 on: June 16, 2009, 04:23:16 AM »
It seems fitting to repost it here.
Quote



Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
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1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]

Tshern

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Re: Adventuring Kits
« Reply #5 on: June 16, 2009, 04:39:30 AM »
Source for Bracers of Empyreal Armor? BoED?

And Eager gives unnamed, not luck bonus, to initiative.

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Re: Adventuring Kits
« Reply #6 on: June 16, 2009, 04:40:55 AM »
A player once asked me if there was any way to make a Tarrasque more evil... 3 sessions later he was stoned with D20s as the PC led an exidus out of the path of a Dire Tarrasque of Legendary Wonder.

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Caelic

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Re: Adventuring Kits
« Reply #7 on: June 16, 2009, 09:38:58 AM »
Aren't there some problems with using spellblade for Mordenkainen's Disjunction?

RobbyPants

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Re: Adventuring Kits
« Reply #8 on: June 16, 2009, 09:49:29 AM »
Head - Hat of Disguise (1,800)
At-will alter self (cl 1st).
It almost seems funny to see this on a list for 20th level characters, but I have a cousin who has nothing but good things to say about the Hat of Disguise.  Although, according to the SRD, it uses Disguise Self, not Alter Self, so it still would be thwarted by True Seeing.
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Caelic

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Re: Adventuring Kits
« Reply #9 on: June 16, 2009, 10:28:02 AM »
Head - Hat of Disguise (1,800)
At-will alter self (cl 1st).
It almost seems funny to see this on a list for 20th level characters, but I have a cousin who has nothing but good things to say about the Hat of Disguise.  Although, according to the SRD, it uses Disguise Self, not Alter Self, so it still would be thwarted by True Seeing.


...and wouldn't let you do all of the other nifty things Alter Self allows.

Generic_PC

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Re: Adventuring Kits
« Reply #10 on: June 16, 2009, 11:28:34 AM »
However, a custom item which is at will alter self is not that much more.
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Caelic

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Re: Adventuring Kits
« Reply #11 on: June 16, 2009, 12:01:54 PM »
However, a custom item which is at will alter self is not that much more.

Keep in mind, though, that the first rule of custom items is to price them according to power.  The formulas are a secondary, supplementary rule. 

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Re: Adventuring Kits
« Reply #12 on: June 16, 2009, 01:14:50 PM »
Belt of Magnificence +6, 200,000gp for +6 enhancement to all stats. Cheaper than any other combination.
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Re: Adventuring Kits
« Reply #13 on: June 16, 2009, 01:16:50 PM »
And right on its heels I'll add in a Belt of Battle at 13,000g. 

Custom-combine the Belt of Battle with the Magnificence if at all possible, of course. 


BowenSilverclaw

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Re: Adventuring Kits
« Reply #14 on: June 16, 2009, 01:18:12 PM »
Belt of Battle is 12,000 gp ;)
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Caelic

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Re: Adventuring Kits
« Reply #15 on: June 16, 2009, 02:38:19 PM »
Bah.  Make the Belt of Battle slotless.  Buttons of Battle...and my coat has a LOT of buttons.

BowenSilverclaw

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Re: Adventuring Kits
« Reply #16 on: June 16, 2009, 02:58:47 PM »
Or just combine them using MIC rules ;)
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RobbyPants

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Re: Adventuring Kits
« Reply #17 on: June 16, 2009, 04:21:34 PM »
Or just combine them using MIC rules ;)
I own MIC but have yet to read the item creation rules.  Are they similar to the DMG?  So far as I remember, you can add an extra slotted feature to a slotted item for half again the cost, so adding a Belt of Battle (normally 12,000 gp) would add 18,000 gp to the cost of the Belt of Magnificence.
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Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

BowenSilverclaw

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Re: Adventuring Kits
« Reply #18 on: June 16, 2009, 04:26:10 PM »
Or just combine them using MIC rules ;)
I own MIC but have yet to read the item creation rules.  Are they similar to the DMG?  So far as I remember, you can add an extra slotted feature to a slotted item for half again the cost, so adding a Belt of Battle (normally 12,000 gp) would add 18,000 gp to the cost of the Belt of Magnificence.

IIRC they're pretty much the same, but with some exceptions.

Stuff like ability score enhancements, natural armor enhancement bonus, deflection bonus and resistance bonus to saves only cost you their normal price when adding them, not one-and-a-half times as much :)

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LimaBeanMage

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Re: Adventuring Kits
« Reply #19 on: June 16, 2009, 06:40:16 PM »
Ring of Universal Energy Resistance, Major (MIC, 120,000)

Starmantle Cloak (BoED, 132,000)

Ring of Evasion (DMG, 25,000)

Shirt of Ironskin (MIC, 5,000)

Ironward Diamond (MIC, 5,000)

Total: 290,000

This base setup easily makes any damage you receive in battle less than fearsome.