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Kill 'Em All: A Slayer's Guide (by lordduskblade)
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<blockquote data-quote="LightWarden" data-source="post: 6998619" data-attributes="member: 6803540"><p><strong>Equipment: The Tools of the Kill</strong></p><p><strong></strong></p><p></p><p>Here, we'll be talking about the weapons and armor that would serve you the best. Magic equipment is discussed in the following section.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Weapon Groups: Perpetrators of the Kill</strong></strong></span></p><p></p><p><span style="color: #0000ff"><strong>Axes</strong></span> - These weapons pack plenty of punch, and play nice with your Power Strike. Though qualifying for their Weapon Mastery feat is a bit awkward, raw punch has its place on a Slayer.</p><p></p><p><strong>Recommended Axes</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Execution Axe</span> (AV)</strong> - Takes some of the uncertainty out of that swingy ol' d12.</p><p></p><p><strong><span style="color: #0000ff">Greataxe</span> (PHB)</strong> - A d12 weapon with high crit is a good baseline weapon to have.</p><p>[/sblock]</p><p></p><p><strong>Bows</strong> - Given that you actually raise Dexterity aggressively, it's not a huge stretch of the imagination to pick up a bow and pelt people with a couple of arrows as a Slayer. That said, you're markedly better at Melee combat than you are at Ranged.</p><p></p><p><strong>Recommended Bows</strong></p><p>[sblock]</p><p><strong>Longbow (PHB)</strong> - A nice and basic 1d10 damage at range. Solid.</p><p>[/sblock]</p><p></p><p><span style="color: #800080"><strong>Crossbows</strong></span> - While you do pump Dexterity and as such can conceivably use these weapons, they take extra feats to get to the same place Bows do damage-wise, which is kind of a downer.</p><p></p><p><span style="color: #00ccff"><strong>Flails</strong></span> - These weapons pack serious punch, their Mastery requisites fall right in your lap, and are very well supported. One of the favorite weapon groups for a Slayer.</p><p></p><p><strong>Recommended Flails</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Heavy Flail</span> (PHB)</strong> - 2d6 base damage puts a serious dent in just about anything when coupled with a Slayer's damage bonuses.</p><p></p><p><strong>Scourge (AV)</strong> - If you're going to dual-wield, this is an off-hand weapon with some real thump.</p><p></p><p><strong><span style="color: #00ccff">Spiked Chain</span> (PHB)</strong> - Not only does it have a high proficiency bonus and reach, it also features the ability to poach Light Blade support, which makes it amazing for a Slayer.</p><p>[/sblock]</p><p></p><p><strong>Hammers </strong>- These weapons are kind of like Axes, but they trade in a bit of potential punch for consistency. However, getting their feat support can be a hassle for most Slayers past Heroic Tier, since their Constitution requirements are too high. <span style="color: #0000ff"><strong>Significantly better</strong></span> if you're staying in Heroic, though.</p><p></p><p><strong>Recommended Hammers</strong></p><p>[sblock]</p><p><strong>Maul (PHB)</strong> - 2d6 base damage lays on some serious hurt.</p><p></p><p><strong>Mordenkrad (AV)</strong> - It's a Maul, with a safety net against 1's. Pretty solid.</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff"><strong>Heavy Blades</strong></span> - The support for Slayers is so-so (at least it has a Weapon Specialization benefit for Power Strike), but the fact of the matter is that the attributes line up great with you, and accuracy is good to have, too.</p><p></p><p><strong>Recommended Heavy Blades</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Fullblade</span> (AV)</strong> - Basically a more accurate Greataxe that won't make you spend points in Constitution for Weapon Mastery. I'll take that deal.</p><p></p><p><strong>Greatsword (PHB)</strong> - Its stats are quite simply under par. I'd recommend an upgrade if you can, but it's not a terrible weapon, though certainly not the best.</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff"><strong>Light Blades</strong></span> - While a Slayer is usually looking for maximum carnage on his weapons, some builds can appreciate the bonuses the smaller weapons can bring to bear.</p><p></p><p><strong>Recommended Light Blades</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Katar</span> (PHB)</strong> - Decent stats, and plays nice with Shock Trooper.</p><p></p><p><strong><span style="color: #0000ff">Rapier</span> (PHB)</strong> - Probably the best default Light Blade in the game, and you don't have to spend a feat to get it.</p><p>[/sblock]</p><p></p><p><span style="color: #ff0000"><strong>Maces</strong></span> - Like Hammers, only weaker in virtually every way.</p><p></p><p><strong>Picks </strong>- The Slayer is probably the only class that can say this, but the Pick support for them is frankly not as awful as it typically is. A surprisingly nice choice.</p><p></p><p><strong>Recommended Picks</strong></p><p>[sblock]</p><p><strong>Heavy War Pick (AV)</strong> - Greataxe stats, and the support will help them be competitive.</p><p>[/sblock]</p><p></p><p><strong>Polearms </strong>- While you'll usually have to jump through a hoop or two in order to gather the necessary abilities to use these well, some may consider it worth the effort.</p><p></p><p><strong>Recommended Polearms</strong></p><p>[sblock]</p><p><strong>Glaive (PHB)</strong> - Rather meh damage, but Polearm support has a way of making it more worth having.</p><p></p><p><strong>Halberd (PHB)</strong> - Rather underwhelming damage, but Polearm goodies make up for some of it.</p><p>[/sblock]</p><p></p><p><span style="color: #00ccff"><strong>Spears</strong></span> - Very well supported with regards to charging and basic attacks, two things that resonate above all else with the Slayer.</p><p></p><p><strong>Recommended Spears</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Gouge</span> (DSCS)</strong> - It has a huge damage die, which is good, and stealing Axe support is gravy. Arguably the best weapon for a traditionally built Slayer.</p><p></p><p><strong><span style="color: #0000ff">Greatspear</span> (AV)</strong> - While the damage isn't mindblowing, reach and a better proficiency bonus (not to mention the option of stealing Polearm goodies) make up for some of that.</p><p></p><p><span style="color: #0000ff"><strong>Lance </strong></span><strong>(MME)</strong> - It requires you to be mounted to get maximum mileage out of it, but that's about the only thing wrong with it. A very nice choice.</p><p></p><p><strong>Longspear (PHB)</strong> - Essentially a slightly weaker version of the Greatspear. Can be decent enough, but upgrading is certainly the way to go.</p><p>[/sblock]</p><p></p><p><span style="color: #800080"><strong>Staffs</strong></span> - While it's not completely unsupported (Hafted Defense, Staff Fighting, and the Weapon Specialization feature come to mind here), the fact of the matter is that the damage is simply bad, and damage is what you're about.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Armor: Advocates of the Kill</strong></strong></span></p><p></p><p><span style="color: #ff0000"><strong>Cloth</strong></span> - No reason to wear it.</p><p></p><p><span style="color: #800080"><strong>Leather</strong></span> - Not having an armor penalty to some skills that you likely don't even have trained isn't worth the lower AC.</p><p></p><p><span style="color: #00ccff"><strong>Hide </strong></span>- Bear in mind a feature or two doesn't work if you go this route, but your top-end AC is probably a bit higher if you wear this.</p><p></p><p><span style="color: #800080"><strong>Chainmail</strong></span> - You get Scale for free; why wear this?</p><p></p><p><span style="color: #00ccff"><strong>Scale</strong></span> - The default armor for most Slayers, it provides plenty of AC and qualifying for its specialization feat is pretty much a formality for you.</p><p></p><p><strong>Plate</strong> - If you're willing to shell out the feats and a bit of Constitution, this can get you some formidable AC.</p><p></p><p><span style="color: #ff0000"><strong>Shields</strong></span> - Unnecessary, given your love of two-handed weapons and needing to spend feats to be proficient with them.</p><p></p><p><strong>Magic Equipment: Harbingers of the Kill</strong></p><p><strong></strong></p><p></p><p>As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated <strong>Black</strong> or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available).</p><p></p><p><strong>Armor</strong></p><p>[sblock]</p><p>I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Dwarven Armor</span> (Chain, Scale, Plate) (PHB)</strong> - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK! </p><p></p><p><strong><span style="color: #0000ff">Screaming Armor</span> (Hide, Scale, Plate) (AV)</strong> - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A nice choice .</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Bestial Armor</span> (Leather, Hide) (AV)</strong> - A very sweet aggressive property that can supplement your charges nicely. That said, it <strong>loses a lot of steam</strong> if you pick a power such as Trip Up, because of that pesky free action attack restriction.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Battle Harness</span> (Cloth, Leather, Hide) (D 368)</strong> - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice.</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 5+</strong></strong></span></p><p></p><p><strong>Agile Armor (Chain, Scale, Plate) (AV) </strong>- Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning. </p><p></p><p><strong><span style="color: #0000ff">Supporting Armor</span> (Scale, Plate) (AV 2)</strong> - Helps you keep your wits about you, which is always good.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 7+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Marauder's Armor</span> (Hide) (AV 2)</strong> - Bonuses to AC when you charge. Need I say more?</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8+</strong></strong></span></p><p></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Bloodiron Armor</span> (Scale, Plate) (AV)</strong> - Extra AC against the target you're beating up sounds good to me.<strong></strong></p><p><strong></strong></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Lifeblood Armor</span> (Hide) (PHB 2)</strong> - If I’m reading this right, this grants you free HP just for using a short rest (which you will do; you want your Encounter powers back). Whoa. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14+</strong></strong></span></p><p></p><p><strong>Displacer Armor (Cloth, Leather, Hide) (AV)</strong> - A fantastic property, but it burns up a Magic Item Daily and only works for one turn. Still decent, though. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15+</strong></strong></span></p><p></p><p><strong>Bloodvine Armor (Hide) (PHB 2)</strong> - Expensive, but the power can help you stay alive. Worth a look. </p><p></p><p><strong><span style="color: #0000ff">Trollskin Armor</span> (Hide, Scale) (PHB)</strong> - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 19+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Great Cat Armor</span> (Hide) (AV 2)</strong> - More mobility makes chargespam even easier for a Slayer who's willing to stick around in Hide.</p><p>[/sblock]</p><p></p><p><strong>Weapons</strong></p><p>[sblock]</p><p>I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Farbond Spellblade </span>(Heavy Blade, Light Blade) (AV 2)</strong> - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon.</p><p></p><p><strong>Vicious (Any) (PHB)</strong> - Pretty basic, but d12 crit dice are nice to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Blood Fury Weapon </span>(Axe, Heavy Blade) (AV 2)</strong> - A couple of sweet benefits when you're Bloodied. A nice weapon to have for the power.</p><p></p><p><strong><span style="color: #0000ff">Carnage</span> (Axe, Heavy Blade, Mace) (DSCS)</strong> - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice).</p><p></p><p><strong><span style="color: #00ccff">Frost</span> (Any) (PHB)</strong> - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance. </p><p></p><p><strong>Frost Fury (Axe) (AV 2)</strong> - Pretty solid extra damage, and it has cold damage attached to it.</p><p></p><p><strong><span style="color: #0000ff">Luckblade</span> (Heavy Blade, Light Blade) (AV)</strong> - Rerolls, which are great to have around. </p><p></p><p><strong>Paired (Any One-Handed Melee) (AV)</strong> - Some pretty good economy for your weapons if you dual-wield. </p><p></p><p><strong><span style="color: #0000ff">Quick</span> (Any) (AV)</strong> - Free basic attacks are fun. </p><p></p><p><strong><span style="color: #0000ff">Rhythm Blade</span> (Light Blade) (AV 2)</strong> - Extra AC and Reflex for a dual-wielding Slayer is a pretty cool property to have.</p><p></p><p><strong><span style="color: #00ccff">Vanguard</span> (Any Melee) (AV)</strong> - A bonus to damage while charging is excellent for a Slayer.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Avalanche Hammer</span> (Hammer) (AV 2)</strong> - Some sweet extra damage when you charge. At its best early in your career, and if you're a Hammer user few properties are better for you.</p><p></p><p><strong><span style="color: #00ccff">Battlecrazed</span> (Axe, Heavy Blade) (AV)</strong> - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice for your nova power.</p><p></p><p><strong><span style="color: #00ccff">Firewind Blade</span> (Heavy Blade) (HotEC)</strong> - If you can generate elemental damage on your own, this is an absolutely amazing property to have around.</p><p></p><p><strong><span style="color: #0000ff">Master's Blade</span> (Heavy Blade, Light Blade) (AV 2)</strong> - A formidable property for Slayers, since you're in a Stance all the time, and the ability to assume two Stances at a time as a Daily is also sweet. Highly recommended.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 5+</strong></strong></span></p><p></p><p><strong>Flaming (Any) (PHB)</strong> - This weapon is OK by itself, but it's <span style="color: #00ccff"><strong>great</strong></span> for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies. </p><p></p><p><strong>Lightning (Any) (PHB)</strong> - Makes Mark of Storm users <span style="color: #0000ff"><strong>very happy</strong></span>.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8+</strong></strong></span></p><p></p><p><strong>Dread (Any) (AV)</strong> - Slaps out defensive penalties like it's nobody's business. Great for setting yourself up for something ridiculous.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Jagged</span> (Axe, Heavy Blade, Light Blade) (AV)</strong> - Improved critical hits are very good to have on a Slayer.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Bloodiron</span> (Any) (AV)</strong> - Your criticals are so nice, they damage twice.</p><p></p><p><strong><span style="color: #00ccff">Thundergod</span> (Any Melee) (AV)</strong> - +2d6 damage on charges at Epic is a nice upgrade from Vanguard.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Battlemaster's </span>(Any) (AV)</strong> - An extra go with an Encounter power for an Item Daily? That's always a good deal, especially for a Slayer, who doesn't get many of them.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Battle Spirit</span> (Axe, Flail, Hammer, Heavy Blade, Mace, Spear) (AV 2)</strong> - This weapon allows you to make attacks against any target you can reach without having to worry about going around people, which is pretty nice.</p><p></p><p><strong><span style="color: #00ccff">Chill Wind</span> (Heavy Blade) (D 386)</strong> - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent.</p><p></p><p><strong><span style="color: #00ccff">Radiant</span> (Any) (AV)</strong> - Despite the rather high cost on this enchantment, it frees up some gold (and item slots) by providing a handy bonus to damage.</p><p></p><p><strong>Reaper’s Axe (Axe) (AV 2)</strong> - A free attack and shift when you drop an opponent. Solid.</p><p>[/sblock]</p><p></p><p><strong>Arms</strong></p><p>[sblock]</p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Bracers of Mighty Striking </span>(L2/12/22) (PHB)</strong> - Similar to Iron Armbands of Power for your purposes, plus they cost a lot less and you can actually buy them off a vendor if item rarity is giving you the blues. Good stuff.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Counterstrike Guards</span> (L4/14) (AV)</strong> - A decent item, it grants you more attacks as a reaction to your oppponent attacking you. The upgraded version is light-years better, as it allows you to do it every encounter.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Iron Armbands of Power</span> (L6/16/26) (AV)</strong> - No real reason to not wear them.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 19</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Trollhide Braces</span> (L19/29) (AV)</strong> - Regeneration is always a solid defensive choice.</p><p>[/sblock]</p><p></p><p><strong>Feet</strong></p><p>[sblock]</p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Acrobat Boots</span> (AV)</strong> - Cheap, and they let you stand up as a minor action (a very useful property).</p><p></p><p><strong><span style="color: #0000ff">Boots of Adept Charging</span> (AV)</strong> - Dirt cheap, and they give you some extra mobility after a charge.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 7</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boots of the Fencing Master</span> (AV)</strong> - Rewards you for moving around. What's not to like?</p><p></p><p><strong><span style="color: #00ccff">Rushing Cleats</span> (AV)</strong> - This helps Polearm users get their push or slide shenanigans up and running.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong>Boots of Quickness (L8/18/28) (AV)</strong> - A decent boost to your Reflex defense. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boots of Eagerness </span>(AV)</strong> - Pretty cheap, and they pack a nice action advantage power. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Boots of Sand and Sea (AV)</strong> - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. </p><p></p><p><strong><span style="color: #00ccff">Boots of the Mighty Charge</span> (D 381)</strong> - Using your prized Encounter power on a charge once per day can be awesome.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Steady Boots of the Ram</span> (AV 2)</strong> - Some nice mobility properties, and it's part of a pretty good item set.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Survivor’s Boots</span> (AV 2)</strong> - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something.</p><p></p><p><span style="font-size: 12px"><strong>Level 18</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Planestrider Boots</span> (MOTP) - An encounter teleportation can be pretty nifty to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 22</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Boots of Speed</span> (AV)</strong> - +2 to speed and a decent power. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 24</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Boots of Caiphon</span> (AV 2)</strong> - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 25</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Sandals of Avandra</span> (AV)</strong> - Expensive, but very powerful and allow for crazy mobility.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 28</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Boots of Teleportation</span> (AV)</strong> - Get them if you can afford them. That is all.</p><p>[/sblock]</p><p></p><p><strong>Hands</strong></p><p>[sblock]</p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3</strong></strong></span></p><p></p><p><strong>Gloves of Piercing (PHB)</strong> - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Gauntlets of Blood</span> (L4/14/24) (AV 2)</strong> - A sweet damage bonus against bloodied targets.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong>Gauntlets of the Ram (PHB)</strong> - More push is nice for the Polearm users in the audience.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Dwarven Throwers</span> (AV)</strong> - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.</p><p></p><p><strong><span style="color: #00ccff">Strikebacks</span> (AV)</strong> - Hitting back when you get hit is an awesome property for a Slayer.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Gloves of Ice</span> (L11/21) (AV 2)</strong> - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13</strong></strong></span></p><p></p><p><strong>Gloves of Missile Deflection (AV)</strong> - Some solid resistance against Ranged attacks.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 18</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Gauntlets of Destruction</span> (PHB)</strong> - A superior version of Brutal 1. Sweet. </p><p>[/sblock]</p><p></p><p><strong>Head</strong></p><p>[sblock]</p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4</strong></strong></span></p><p></p><p><strong>Casque of Tactics (L4/14/24) (AV)</strong> - An initiative bonus is good for anyone. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Horned Helm</span> (L6/16/26) (PHB)</strong> - Extra d6's while charging. A very strong choice for a Slayer.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Coif of Mindiron</span> (L8/18/28) (AV)</strong> - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Helm of Battle</span> (L9/19/29) (PHB)</strong> - Initiative bonuses for everyone! </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Charger's Headdress</span> (AV 2)</strong> - Accuracy bonuses while charging are always appreciated, and it's part of an item set that gives you even more accuracy on a charge.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Helm of Able Defense</span> (AV 2)</strong> - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Carcanet of Psychic Schism</span> (AV)</strong> - Slaps a penalty on you, but it sure beats being incapacitated.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 21</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Coif of Focus</span> (AV)</strong> - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 22</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Helm of Ghostly Defense</span> (PHB)</strong> - Helps you take the sting off your opponent’s hits.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Eye of Awareness</span> (AV)</strong> - A decent bonus to Will defense, and a huge initiative boost on top of that.</p><p>[/sblock]</p><p></p><p><strong>Neck</strong></p><p>[sblock]</p><p>I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2+</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Badge of the Berserker</span> (AV 2)</strong> - You don't provoke OA's when charging. Ever. Absolutely amazing for a Slayer.</p><p></p><p><strong>Cloak of Resistance (PHB)</strong> - Decent resistance for a turn.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 4+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Cloak of Distortion</span> (AV)</strong> - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Steadfast Amulet </span>(AV)</strong> - This prevents daze or stun. 'Nuff said. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Amulet of False Life</span> (PHB)</strong> - Your healing surge value in THP is a sweet ability, even if it's a Daily. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10+</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Periapt of Cascading Health</span> (D 369)</strong> - Ends one effect per encounter, no questions asked. Win. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13+</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Amulet of Scales</span> (D 365)</strong> - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14+</strong></strong></span></p><p></p><p><strong>Flamewrath Cape (AV)</strong> - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.</p><p></p><p><strong><span style="color: #0000ff">Timeless Locket </span>(AV 2) </strong>- Turn a Minor into a Standard, and it has a hefty initiative bonus as well? A pretty good choice, even if the standard can't be used to attack.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15+</strong></strong></span></p><p></p><p><strong>Brooch of Vitality (AV)</strong> - I'd never complain about bonus HP, but this is rather expensive. </p><p></p><p><strong><span style="color: #0000ff">Cloak of Displacement</span> (AV)</strong> - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look.</p><p></p><p><strong><span style="color: #00ccff">Torc of Power Preservation </span>(AV)</strong> - It retains Encounter powers when you use them. Need I really say more?</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 30</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Scarab of Invulnerability</span> (PHB)</strong> - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.</p><p>[/sblock]</p><p></p><p><strong>Rings</strong></p><p>[sblock]</p><p>Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 13</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of Giants</span> (D 378)</strong> - A sweet bonus to critical hit damage.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 14</strong></strong></span></p><p></p><p><strong>Ring of Fury (D 366)</strong> - When you're bloodied, you let it be known. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15</strong></strong></span></p><p></p><p><strong>Ring of the Dragonborn Emperor (AV)</strong> - A rather unncessary (for you) damage bonus to close attacks, but it has a sweet way to respond when you get bloodied.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16</strong></strong></span></p><p></p><p><strong>Ring of Protection (PHB)</strong> - Generic defensive item. Useful, though it's about as exciting as watching grass grow. </p><p></p><p><strong>War Ring (AV)</strong> - A bit more steam on your critical hits. Decent enough, I guess.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 20</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Ring of Action Reversal</span> (AV 2)</strong> - A hefty bonus to initiative checks, and a sweet benefit should you miss with your prized Encounter power.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 21</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of Heroic Insight</span> (AV)</strong> - Allows you to buff yourself pretty well once per day. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 22</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Blink Ring</span> (AV)</strong> - Teleportation is nice to have. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Greater Ring of Invisibility</span> (AV 2)</strong> - Invisibility every encounter, and concealment the whole way after a milestone. This can be a great tool for a Slayer.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 24</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Golden Ring of Teros</span> (AV 2)</strong> - +2 to AC and Fortitude is nice to have, even if it’s conditional.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 26</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ring of Guarded Will</span> (AV 2)</strong> - A nice bump to Will defense.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 27</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Avandra’s Ring</span> (AV 2)</strong> - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...</p><p></p><p><strong><span style="color: #0000ff">Ring of the Phoenix</span> (AV)</strong> - A pretty sweet revival ability.</p><p></p><p><strong><span style="color: #00ccff">Shadow Band</span> (AV)</strong> - You can't really argue against +2 to all defenses as a static property... </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 28</strong></strong></span></p><p></p><p><strong>Ring of Elemental Mastery (MOTP)</strong> - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 29</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Ring of Free Time</span> (L29) (AV 2)</strong> - Expensive, but resist all 5 is great, as is an extra minor action every turn to pull off all those Utility powers simultaneously.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 30</strong></strong></span></p><p></p><p></p><p><strong><span style="color: #0000ff">Nullifying Ring </span>(AV)</strong> - A capstone defensive item. Pretty nuts... if you can foot the bill.</p><p>[/sblock]</p><p></p><p><strong>Waist</strong></p><p>[sblock]</p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 8</strong></strong></span></p><p></p><p><strong>Belt of Lucky Strikes (D 365)</strong> - A free attack after you miss is a solid benefit.</p><p></p><p><strong>Belt of Vim (L8/18/28) (AV)</strong> - Reinforces what will usually be your strongest defense. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Diamond Cincture</span> (L10/20/30) (AV 2)</strong> - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong>Healer's Sash (L11/21) (AV)</strong> - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. </p><p></p><p><strong><span style="color: #0000ff">Totemic Belt</span> (AV)</strong> - Buffs for charging are nice to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 15</strong></strong></span></p><p></p><p><strong>Belt of Giant Strength (PHB)</strong> - A meh offensive Daily buff, but a pretty cool bonus to skills. </p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 18</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Belt of Mountain Endurance</span> (D 365)</strong> - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A very good item for you.</p><p></p><p><strong>Cord of Foresight (AV)</strong> - Frontloading a surge's worth of HP can be pretty solid for you.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 19</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Belt of Breaching</span> (AV 2)</strong> - Healing when you score a kill. Sweet.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 23</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Belt of Vitality</span> (AV)</strong> - Gets you up when you're down, and boosts Fortitude. Pretty cool.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 25</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Belt of Titan Strength </span>(PHB)</strong> - A strong buff for one turn, and strong skill bonuses. </p><p></p><p><span style="font-size: 12px"><strong><strong>Level 28</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Sash of Regeneration</span> (AV 2)</strong> - Regen while bloodied is nice.</p><p>[/sblock]</p><p></p><p><strong>Miscellaneous</strong></p><p>[sblock]</p><p></p><p>Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.</p><p></p><p><span style="font-size: 15px"><strong><strong>Dragonshard Augments:</strong></strong></span></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Eberron Shard of Lightning</span> (L2/12/22) (EPG)</strong> - A great incentive to wield Lightning weapons.</p><p></p><p><strong><span style="color: #0000ff">Khyber Shard of the Fiery Depth</span> (L2/12/22) (EPG)</strong> - Incentive for wielding Flaming weapons.</p><p></p><p><strong><span style="color: #00ccff">Siberys Shard of Merciless Cold</span> (L2/12/22) (EPG)</strong> - Yet another reason to like Frost weapons.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Siberys Shard of Radiance</span> (L3/13/23) (EPG)</strong> - Another selling point for the Radiant weapon.</p><p></p><p><span style="font-size: 15px"><strong><strong>Wondrous Items:</strong></strong></span></p><p></p><p><span style="font-size: 12px"><strong><strong>Level 3</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Demonskin Tattoo</span> (L3/13/23) (AV 2)</strong> - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 5</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Power Jewel</span> (AV)</strong> - Getting another go with an Encounter power sounds good to me.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 9</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Backlash Tattoo</span> (AV 2)</strong> - A nice reprisal effect when you get bloodied.</p><p></p><p><strong><span style="color: #ff9900">Elven Chain Shirt</span> (L9/19/29) (MME)</strong> - Slotless AC bonuses? Don't mind if I do...</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Salve of Power</span> (AV)</strong> - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 11</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Dice of Auspicious Fortune</span> (D 381)</strong> - Gives you more chances to make the rolls you need to make.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 12</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Foe Stone</span> (AV)</strong> - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?</p><p></p><p><strong><span style="color: #00ccff">Stone of Earth</span> (AV 2)</strong> - A no-questions-asked reroll for a Melee attack. Awesome.</p><p></p><p><strong><span style="color: #00ccff">Stone of Flame</span> (AV 2)</strong> - Fire lovers want one of these around.</p><p></p><p><strong><span style="color: #00ccff">Stone of Light</span> (AV 2)</strong> - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.</p><p></p><p><strong><span style="color: #00ccff">Stone of Spirit</span> (AV 2)</strong> - If you're partaking in Psychic attack support, a reroll is good stuff.</p><p></p><p><strong><span style="color: #00ccff">Stone of Storms</span> (AV 2)</strong> - If lightning and thunder are your elements of choice, this is good to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Solitaire (Aquamarine)</span> (AV)</strong> - Free attacks after a critical are nice.</p><p></p><p><span style="font-size: 12px"><strong>Level 18</strong></span></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #ff9900">Horreb Ritual Cube</span> (DN 170) - A slotless +2 to saves? Why wouldn't you have this?</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 21</strong></strong></span></p><p></p><p><strong>Solitaire (Cerulean) (AV)</strong> - Expensive, but getting rid of (save ends) effects this easily should be.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 26</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Solitaire (Violet)</span> (AV) </strong>- Free AP’s after a crit are very nice to have, despite the high price tag.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6998619, member: 6803540"] [b]Equipment: The Tools of the Kill [/b] Here, we'll be talking about the weapons and armor that would serve you the best. Magic equipment is discussed in the following section. [CENTER][Size=4][b][b]Weapon Groups: Perpetrators of the Kill[/b][/b][/size][/CENTER] [COLOR=#0000ff][b]Axes[/b][/COLOR] - These weapons pack plenty of punch, and play nice with your Power Strike. Though qualifying for their Weapon Mastery feat is a bit awkward, raw punch has its place on a Slayer. [b]Recommended Axes[/b] [sblock] [b][COLOR=#0000ff]Execution Axe[/COLOR] (AV)[/b] - Takes some of the uncertainty out of that swingy ol' d12. [b][COLOR=#0000ff]Greataxe[/COLOR] (PHB)[/b] - A d12 weapon with high crit is a good baseline weapon to have. [/sblock] [b]Bows[/b] - Given that you actually raise Dexterity aggressively, it's not a huge stretch of the imagination to pick up a bow and pelt people with a couple of arrows as a Slayer. That said, you're markedly better at Melee combat than you are at Ranged. [b]Recommended Bows[/b] [sblock] [b][/b][b]Longbow (PHB)[/b] - A nice and basic 1d10 damage at range. Solid. [/sblock] [COLOR=#800080][b]Crossbows[/b][/COLOR] - While you do pump Dexterity and as such can conceivably use these weapons, they take extra feats to get to the same place Bows do damage-wise, which is kind of a downer. [COLOR=#00ccff][b]Flails[/b][/COLOR] - These weapons pack serious punch, their Mastery requisites fall right in your lap, and are very well supported. One of the favorite weapon groups for a Slayer. [b]Recommended Flails[/b] [sblock] [b][COLOR=#0000ff]Heavy Flail[/COLOR] (PHB)[/b] - 2d6 base damage puts a serious dent in just about anything when coupled with a Slayer's damage bonuses. [b]Scourge (AV)[/b] - If you're going to dual-wield, this is an off-hand weapon with some real thump. [b][COLOR=#00ccff]Spiked Chain[/COLOR] (PHB)[/b] - Not only does it have a high proficiency bonus and reach, it also features the ability to poach Light Blade support, which makes it amazing for a Slayer. [/sblock] [COLOR=#0000ff][b][/b][/COLOR][b]Hammers [/b]- These weapons are kind of like Axes, but they trade in a bit of potential punch for consistency. However, getting their feat support can be a hassle for most Slayers past Heroic Tier, since their Constitution requirements are too high. [COLOR=#0000ff][b]Significantly better[/b][/COLOR] if you're staying in Heroic, though. [b]Recommended Hammers[/b] [sblock] [b]Maul (PHB)[/b] - 2d6 base damage lays on some serious hurt. [b]Mordenkrad (AV)[/b] - It's a Maul, with a safety net against 1's. Pretty solid. [/sblock] [COLOR=#0000ff][b]Heavy Blades[/b][/COLOR] - The support for Slayers is so-so (at least it has a Weapon Specialization benefit for Power Strike), but the fact of the matter is that the attributes line up great with you, and accuracy is good to have, too. [b]Recommended Heavy Blades[/b] [sblock] [b][COLOR=#0000ff]Fullblade[/COLOR] (AV)[/b] - Basically a more accurate Greataxe that won't make you spend points in Constitution for Weapon Mastery. I'll take that deal. [b]Greatsword (PHB)[/b] - Its stats are quite simply under par. I'd recommend an upgrade if you can, but it's not a terrible weapon, though certainly not the best. [/sblock] [COLOR=#0000ff][b]Light Blades[/b][/COLOR] - While a Slayer is usually looking for maximum carnage on his weapons, some builds can appreciate the bonuses the smaller weapons can bring to bear. [b]Recommended Light Blades[/b] [sblock] [b][COLOR=#0000ff]Katar[/COLOR] (PHB)[/b] - Decent stats, and plays nice with Shock Trooper. [b][COLOR=#0000ff]Rapier[/COLOR] (PHB)[/b] - Probably the best default Light Blade in the game, and you don't have to spend a feat to get it. [/sblock] [COLOR=#ff0000][b]Maces[/b][/COLOR] - Like Hammers, only weaker in virtually every way. [COLOR=#0000ff][b][/b][/COLOR][b]Picks [/b]- The Slayer is probably the only class that can say this, but the Pick support for them is frankly not as awful as it typically is. A surprisingly nice choice. [b]Recommended Picks[/b] [sblock] [b]Heavy War Pick (AV)[/b] - Greataxe stats, and the support will help them be competitive. [/sblock] [COLOR=#0000ff][b][/b][/COLOR][b]Polearms [/b]- While you'll usually have to jump through a hoop or two in order to gather the necessary abilities to use these well, some may consider it worth the effort. [b]Recommended Polearms[/b] [sblock] [b]Glaive (PHB)[/b] - Rather meh damage, but Polearm support has a way of making it more worth having. [b]Halberd (PHB)[/b] - Rather underwhelming damage, but Polearm goodies make up for some of it. [/sblock] [COLOR=#00ccff][b]Spears[/b][/COLOR] - Very well supported with regards to charging and basic attacks, two things that resonate above all else with the Slayer. [b]Recommended Spears[/b] [sblock] [b][COLOR=#00ccff]Gouge[/COLOR] (DSCS)[/b] - It has a huge damage die, which is good, and stealing Axe support is gravy. Arguably the best weapon for a traditionally built Slayer. [b][COLOR=#0000ff]Greatspear[/COLOR] (AV)[/b] - While the damage isn't mindblowing, reach and a better proficiency bonus (not to mention the option of stealing Polearm goodies) make up for some of that. [COLOR=#0000ff][b]Lance [/b][/COLOR][b](MME)[/b] - It requires you to be mounted to get maximum mileage out of it, but that's about the only thing wrong with it. A very nice choice. [b]Longspear (PHB)[/b] - Essentially a slightly weaker version of the Greatspear. Can be decent enough, but upgrading is certainly the way to go. [/sblock] [COLOR=#800080][b]Staffs[/b][/COLOR] - While it's not completely unsupported (Hafted Defense, Staff Fighting, and the Weapon Specialization feature come to mind here), the fact of the matter is that the damage is simply bad, and damage is what you're about. [CENTER][Size=4][b][b]Armor: Advocates of the Kill[/b][/b][/size][/CENTER] [COLOR=#ff0000][b]Cloth[/b][/COLOR] - No reason to wear it. [COLOR=#800080][b]Leather[/b][/COLOR] - Not having an armor penalty to some skills that you likely don't even have trained isn't worth the lower AC. [COLOR=#00ccff][b][/b][b]Hide [/b][/COLOR]- Bear in mind a feature or two doesn't work if you go this route, but your top-end AC is probably a bit higher if you wear this. [COLOR=#800080][b]Chainmail[/b][/COLOR] - You get Scale for free; why wear this? [COLOR=#00ccff][b]Scale[/b][/COLOR] - The default armor for most Slayers, it provides plenty of AC and qualifying for its specialization feat is pretty much a formality for you. [b]Plate[/b] - If you're willing to shell out the feats and a bit of Constitution, this can get you some formidable AC. [COLOR=#ff0000][b]Shields[/b][/COLOR] - Unnecessary, given your love of two-handed weapons and needing to spend feats to be proficient with them. [b]Magic Equipment: Harbingers of the Kill [/b] As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated [b]Black[/b] or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available). [b]Armor[/b] [sblock] I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. [Size=3][b][b]Level 2+[/b][/b][/size] [b][COLOR=#00ccff]Dwarven Armor[/COLOR] (Chain, Scale, Plate) (PHB)[/b] - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK! [b][COLOR=#0000ff]Screaming Armor[/COLOR] (Hide, Scale, Plate) (AV)[/b] - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A nice choice . [b][/b] [Size=3][b][b]Level 3+[/b][/b][/size] [b][COLOR=#00ccff]Bestial Armor[/COLOR] (Leather, Hide) (AV)[/b] - A very sweet aggressive property that can supplement your charges nicely. That said, it [b]loses a lot of steam[/b] if you pick a power such as Trip Up, because of that pesky free action attack restriction. [b][/b] [Size=3][b][b]Level 4+[/b][/b][/size] [b][COLOR=#0000ff]Battle Harness[/COLOR] (Cloth, Leather, Hide) (D 368)[/b] - An initiative bonus is never bad (even if it doesn’t stack with a Warlord’s buff), and Quick Draw for free doesn’t hurt either. A pretty good choice. [b][/b][b][/b] [Size=3][b][b]Level 5+[/b][/b][/size] [b]Agile Armor (Chain, Scale, Plate) (AV) [/b]- Only usable by Heavy Armor wearers, and not really worth it until Paragon Tier, but good enough during Epic that it’s worth mentioning. [b][COLOR=#0000ff]Supporting Armor[/COLOR] (Scale, Plate) (AV 2)[/b] - Helps you keep your wits about you, which is always good. [Size=3][b][b]Level 7+[/b][/b][/size] [b][COLOR=#00ccff]Marauder's Armor[/COLOR] (Hide) (AV 2)[/b] - Bonuses to AC when you charge. Need I say more? [Size=3][b][b]Level 8+[/b][/b][/size] [b] [COLOR=#0000ff]Bloodiron Armor[/COLOR] (Scale, Plate) (AV)[/b] - Extra AC against the target you're beating up sounds good to me.[b] [/b] [Size=3][b][b]Level 10+[/b][/b][/size] [b][COLOR=#00ccff]Lifeblood Armor[/COLOR] (Hide) (PHB 2)[/b] - If I’m reading this right, this grants you free HP just for using a short rest (which you will do; you want your Encounter powers back). Whoa. [Size=3][b][b]Level 14+[/b][/b][/size] [b]Displacer Armor (Cloth, Leather, Hide) (AV)[/b] - A fantastic property, but it burns up a Magic Item Daily and only works for one turn. Still decent, though. [Size=3][b][b]Level 15+[/b][/b][/size] [b]Bloodvine Armor (Hide) (PHB 2)[/b] - Expensive, but the power can help you stay alive. Worth a look. [b][COLOR=#0000ff]Trollskin Armor[/COLOR] (Hide, Scale) (PHB)[/b] - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be. [Size=3][b][b]Level 19+[/b][/b][/size] [b][COLOR=#0000ff]Great Cat Armor[/COLOR] (Hide) (AV 2)[/b] - More mobility makes chargespam even easier for a Slayer who's willing to stick around in Hide. [/sblock] [b]Weapons[/b] [sblock] I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. [Size=3][b][b]Level 2+[/b][/b][/size] [b][COLOR=#0000ff]Farbond Spellblade [/COLOR](Heavy Blade, Light Blade) (AV 2)[/b] - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon. [b]Vicious (Any) (PHB)[/b] - Pretty basic, but d12 crit dice are nice to have. [Size=3][b][b]Level 3+[/b][/b][/size] [b][COLOR=#0000ff]Blood Fury Weapon [/COLOR](Axe, Heavy Blade) (AV 2)[/b] - A couple of sweet benefits when you're Bloodied. A nice weapon to have for the power. [b][COLOR=#0000ff]Carnage[/COLOR] (Axe, Heavy Blade, Mace) (DSCS)[/b] - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice). [b][/b] [b][COLOR=#00ccff]Frost[/COLOR] (Any) (PHB)[/b] - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance. [b]Frost Fury (Axe) (AV 2)[/b] - Pretty solid extra damage, and it has cold damage attached to it. [b][/b] [b][COLOR=#0000ff]Luckblade[/COLOR] (Heavy Blade, Light Blade) (AV)[/b] - Rerolls, which are great to have around. [b]Paired (Any One-Handed Melee) (AV)[/b] - Some pretty good economy for your weapons if you dual-wield. [b][COLOR=#0000ff]Quick[/COLOR] (Any) (AV)[/b] - Free basic attacks are fun. [b][COLOR=#0000ff]Rhythm Blade[/COLOR] (Light Blade) (AV 2)[/b] - Extra AC and Reflex for a dual-wielding Slayer is a pretty cool property to have. [b][COLOR=#00ccff]Vanguard[/COLOR] (Any Melee) (AV)[/b] - A bonus to damage while charging is excellent for a Slayer. [Size=3][b][b]Level 4+[/b][/b][/size] [b][COLOR=#0000ff]Avalanche Hammer[/COLOR] (Hammer) (AV 2)[/b] - Some sweet extra damage when you charge. At its best early in your career, and if you're a Hammer user few properties are better for you. [b][COLOR=#00ccff]Battlecrazed[/COLOR] (Axe, Heavy Blade) (AV)[/b] - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Nice for your nova power. [b][COLOR=#00ccff]Firewind Blade[/COLOR] (Heavy Blade) (HotEC)[/b] - If you can generate elemental damage on your own, this is an absolutely amazing property to have around. [b][COLOR=#0000ff]Master's Blade[/COLOR] (Heavy Blade, Light Blade) (AV 2)[/b] - A formidable property for Slayers, since you're in a Stance all the time, and the ability to assume two Stances at a time as a Daily is also sweet. Highly recommended. [Size=3][b][b]Level 5+[/b][/b][/size] [b]Flaming (Any) (PHB)[/b] - This weapon is OK by itself, but it's [COLOR=#00ccff][b]great[/b][/COLOR] for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies. [b]Lightning (Any) (PHB)[/b] - Makes Mark of Storm users [COLOR=#0000ff][b]very happy[/b][/COLOR]. [Size=3][b][b]Level 8+[/b][/b][/size] [b]Dread (Any) (AV)[/b] - Slaps out defensive penalties like it's nobody's business. Great for setting yourself up for something ridiculous. [Size=3][b][b]Level 12+[/b][/b][/size] [b][COLOR=#0000ff]Jagged[/COLOR] (Axe, Heavy Blade, Light Blade) (AV)[/b] - Improved critical hits are very good to have on a Slayer. [Size=3][b][b]Level 13+[/b][/b][/size] [b][COLOR=#0000ff]Bloodiron[/COLOR] (Any) (AV)[/b] - Your criticals are so nice, they damage twice. [b][COLOR=#00ccff]Thundergod[/COLOR] (Any Melee) (AV)[/b] - +2d6 damage on charges at Epic is a nice upgrade from Vanguard. [Size=3][b][b]Level 14+[/b][/b][/size] [b][COLOR=#0000ff]Battlemaster's [/COLOR](Any) (AV)[/b] - An extra go with an Encounter power for an Item Daily? That's always a good deal, especially for a Slayer, who doesn't get many of them. [Size=3][b][b]Level 15+[/b][/b][/size] [b][COLOR=#0000ff]Battle Spirit[/COLOR] (Axe, Flail, Hammer, Heavy Blade, Mace, Spear) (AV 2)[/b] - This weapon allows you to make attacks against any target you can reach without having to worry about going around people, which is pretty nice. [b][COLOR=#00ccff]Chill Wind[/COLOR] (Heavy Blade) (D 386)[/b] - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent. [b][COLOR=#00ccff]Radiant[/COLOR] (Any) (AV)[/b] - Despite the rather high cost on this enchantment, it frees up some gold (and item slots) by providing a handy bonus to damage. [b]Reaper’s Axe (Axe) (AV 2)[/b] - A free attack and shift when you drop an opponent. Solid. [/sblock] [b]Arms[/b] [sblock] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 2[/b][/b][/size] [b][COLOR=#00ccff]Bracers of Mighty Striking [/COLOR](L2/12/22) (PHB)[/b] - Similar to Iron Armbands of Power for your purposes, plus they cost a lot less and you can actually buy them off a vendor if item rarity is giving you the blues. Good stuff. [Size=3][b][b]Level 4[/b][/b][/size] [b][COLOR=#0000ff]Counterstrike Guards[/COLOR] (L4/14) (AV)[/b] - A decent item, it grants you more attacks as a reaction to your oppponent attacking you. The upgraded version is light-years better, as it allows you to do it every encounter. [Size=3][b][b]Level 6[/b][/b][/size] [b][COLOR=#ff9900]Iron Armbands of Power[/COLOR] (L6/16/26) (AV)[/b] - No real reason to not wear them. [Size=3][b][b]Level 19[/b][/b][/size] [b][COLOR=#0000ff]Trollhide Braces[/COLOR] (L19/29) (AV)[/b] - Regeneration is always a solid defensive choice. [/sblock] [b]Feet[/b] [sblock] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 2[/b][/b][/size] [b][COLOR=#0000ff]Acrobat Boots[/COLOR] (AV)[/b] - Cheap, and they let you stand up as a minor action (a very useful property). [b][COLOR=#0000ff]Boots of Adept Charging[/COLOR] (AV)[/b] - Dirt cheap, and they give you some extra mobility after a charge. [Size=3][b][b]Level 7[/b][/b][/size] [b][COLOR=#0000ff]Boots of the Fencing Master[/COLOR] (AV)[/b] - Rewards you for moving around. What's not to like? [b][COLOR=#00ccff]Rushing Cleats[/COLOR] (AV)[/b] - This helps Polearm users get their push or slide shenanigans up and running. [Size=3][b][b]Level 8[/b][/b][/size] [b]Boots of Quickness (L8/18/28) (AV)[/b] - A decent boost to your Reflex defense. [Size=3][b][b]Level 9[/b][/b][/size] [b][COLOR=#0000ff]Boots of Eagerness [/COLOR](AV)[/b] - Pretty cheap, and they pack a nice action advantage power. [Size=3][b][b]Level 10[/b][/b][/size] [b] Boots of Sand and Sea (AV)[/b] - This is a cheap speed boost that also allows you to swim if you're in light armor. Not bad. [b][COLOR=#00ccff]Boots of the Mighty Charge[/COLOR] (D 381)[/b] - Using your prized Encounter power on a charge once per day can be awesome. [Size=3][b][b]Level 11[/b][/b][/size] [b][COLOR=#0000ff]Steady Boots of the Ram[/COLOR] (AV 2)[/b] - Some nice mobility properties, and it's part of a pretty good item set. [Size=3][b][b]Level 16[/b][/b][/size] [b][COLOR=#0000ff] Survivor’s Boots[/COLOR] (AV 2)[/b] - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something. [Size=3][b]Level 18[/b][/size] [COLOR=#0000ff] [/COLOR][COLOR=#0000ff]Planestrider Boots[/COLOR] (MOTP) - An encounter teleportation can be pretty nifty to have. [Size=3][b][b]Level 22[/b][/b][/size] [b][COLOR=#0000ff]Boots of Speed[/COLOR] (AV)[/b] - +2 to speed and a decent power. [Size=3][b][b]Level 24[/b][/b][/size] [b][COLOR=#00ccff]Boots of Caiphon[/COLOR] (AV 2)[/b] - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action... [Size=3][b][b]Level 25[/b][/b][/size] [b][COLOR=#0000ff]Sandals of Avandra[/COLOR] (AV)[/b] - Expensive, but very powerful and allow for crazy mobility. [Size=3][b][b]Level 28[/b][/b][/size] [b][COLOR=#00ccff]Boots of Teleportation[/COLOR] (AV)[/b] - Get them if you can afford them. That is all. [/sblock] [b]Hands[/b] [sblock] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 3[/b][/b][/size] [b]Gloves of Piercing (PHB)[/b] - Real cheap, and they should punch through most resistance to your attacks if they're not element-based. [Size=3][b][b]Level 4[/b][/b][/size] [b][COLOR=#0000ff]Gauntlets of Blood[/COLOR] (L4/14/24) (AV 2)[/b] - A sweet damage bonus against bloodied targets. [Size=3][b][b]Level 8[/b][/b][/size] [b]Gauntlets of the Ram (PHB)[/b] - More push is nice for the Polearm users in the audience. [Size=3][b][b]Level 10[/b][/b][/size] [b][COLOR=#0000ff]Dwarven Throwers[/COLOR] (AV)[/b] - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool. [b][COLOR=#00ccff]Strikebacks[/COLOR] (AV)[/b] - Hitting back when you get hit is an awesome property for a Slayer. [Size=3][b][b]Level 11[/b][/b][/size] [b][COLOR=#00ccff]Gloves of Ice[/COLOR] (L11/21) (AV 2)[/b] - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons. [Size=3][b][b]Level 13[/b][/b][/size] [b]Gloves of Missile Deflection (AV)[/b] - Some solid resistance against Ranged attacks. [Size=3][b][b]Level 18[/b][/b][/size] [b][COLOR=#00ccff]Gauntlets of Destruction[/COLOR] (PHB)[/b] - A superior version of Brutal 1. Sweet. [/sblock] [b]Head[/b] [sblock] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 4[/b][/b][/size] [b]Casque of Tactics (L4/14/24) (AV)[/b] - An initiative bonus is good for anyone. [Size=3][b][b]Level 6[/b][/b][/size] [b][COLOR=#00ccff]Horned Helm[/COLOR] (L6/16/26) (PHB)[/b] - Extra d6's while charging. A very strong choice for a Slayer. [Size=3][b][b]Level 8[/b][/b][/size] [b][COLOR=#0000ff]Coif of Mindiron[/COLOR] (L8/18/28) (AV)[/b] - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy. [Size=3][b][b]Level 9[/b][/b][/size] [b][COLOR=#0000ff]Helm of Battle[/COLOR] (L9/19/29) (PHB)[/b] - Initiative bonuses for everyone! [Size=3][b][b]Level 12[/b][/b][/size] [b][COLOR=#00ccff]Charger's Headdress[/COLOR] (AV 2)[/b] - Accuracy bonuses while charging are always appreciated, and it's part of an item set that gives you even more accuracy on a charge. [Size=3][b][b]Level 14[/b][/b][/size] [b][COLOR=#0000ff]Helm of Able Defense[/COLOR] (AV 2)[/b] - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me. [Size=3][b][b]Level 15[/b][/b][/size] [b][COLOR=#0000ff]Carcanet of Psychic Schism[/COLOR] (AV)[/b] - Slaps a penalty on you, but it sure beats being incapacitated. [Size=3][b][b]Level 21[/b][/b][/size] [b][COLOR=#00ccff]Coif of Focus[/COLOR] (AV)[/b] - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome. [Size=3][b][b]Level 22[/b][/b][/size] [b][COLOR=#0000ff]Helm of Ghostly Defense[/COLOR] (PHB)[/b] - Helps you take the sting off your opponent’s hits. [Size=3][b][b]Level 23[/b][/b][/size] [b][COLOR=#0000ff]Eye of Awareness[/COLOR] (AV)[/b] - A decent bonus to Will defense, and a huge initiative boost on top of that. [/sblock] [b]Neck[/b] [sblock] I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus. [Size=3][b][b]Level 2+[/b][/b][/size] [b][COLOR=#ff9900]Badge of the Berserker[/COLOR] (AV 2)[/b] - You don't provoke OA's when charging. Ever. Absolutely amazing for a Slayer. [b]Cloak of Resistance (PHB)[/b] - Decent resistance for a turn. [Size=3][b][b]Level 4+[/b][/b][/size] [b][COLOR=#0000ff]Cloak of Distortion[/COLOR] (AV)[/b] - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity. [Size=3][b][b]Level 8+[/b][/b][/size] [b][COLOR=#00ccff]Steadfast Amulet [/COLOR](AV)[/b] - This prevents daze or stun. 'Nuff said. [Size=3][b][b]Level 9+[/b][/b][/size] [b][COLOR=#0000ff]Amulet of False Life[/COLOR] (PHB)[/b] - Your healing surge value in THP is a sweet ability, even if it's a Daily. [Size=3][b][b]Level 10+[/b][/b][/size] [b][COLOR=#00ccff]Periapt of Cascading Health[/COLOR] (D 369)[/b] - Ends one effect per encounter, no questions asked. Win. [Size=3][b][b]Level 13+[/b][/b][/size] [b][COLOR=#0000ff]Amulet of Scales[/COLOR] (D 365)[/b] - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice. [Size=3][b][b]Level 14+[/b][/b][/size] [b]Flamewrath Cape (AV)[/b] - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though. [b][COLOR=#0000ff]Timeless Locket [/COLOR](AV 2) [/b]- Turn a Minor into a Standard, and it has a hefty initiative bonus as well? A pretty good choice, even if the standard can't be used to attack. [Size=3][b][b]Level 15+[/b][/b][/size] [b]Brooch of Vitality (AV)[/b] - I'd never complain about bonus HP, but this is rather expensive. [b][COLOR=#0000ff]Cloak of Displacement[/COLOR] (AV)[/b] - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look. [b][/b] [b][COLOR=#00ccff]Torc of Power Preservation [/COLOR](AV)[/b] - It retains Encounter powers when you use them. Need I really say more? [Size=3][b][b]Level 30[/b][/b][/size] [b][COLOR=#0000ff]Scarab of Invulnerability[/COLOR] (PHB)[/b] - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it. [/sblock] [b]Rings[/b] [sblock] Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles. [Size=3][b][b]Level 13[/b][/b][/size] [b][COLOR=#0000ff]Ring of Giants[/COLOR] (D 378)[/b] - A sweet bonus to critical hit damage. [Size=3][b][b]Level 14[/b][/b][/size] [b]Ring of Fury (D 366)[/b] - When you're bloodied, you let it be known. [Size=3][b][b]Level 15[/b][/b][/size] [b]Ring of the Dragonborn Emperor (AV)[/b] - A rather unncessary (for you) damage bonus to close attacks, but it has a sweet way to respond when you get bloodied. [Size=3][b][b]Level 16[/b][/b][/size] [b]Ring of Protection (PHB)[/b] - Generic defensive item. Useful, though it's about as exciting as watching grass grow. [b]War Ring (AV)[/b] - A bit more steam on your critical hits. Decent enough, I guess. [Size=3][b][b]Level 20[/b][/b][/size] [b][COLOR=#0000ff] Ring of Action Reversal[/COLOR] (AV 2)[/b] - A hefty bonus to initiative checks, and a sweet benefit should you miss with your prized Encounter power. [Size=3][b][b]Level 21[/b][/b][/size] [b][COLOR=#0000ff]Ring of Heroic Insight[/COLOR] (AV)[/b] - Allows you to buff yourself pretty well once per day. [Size=3][b][b]Level 22[/b][/b][/size] [b][COLOR=#0000ff]Blink Ring[/COLOR] (AV)[/b] - Teleportation is nice to have. [Size=3][b][b]Level 23[/b][/b][/size] [b][COLOR=#00ccff]Greater Ring of Invisibility[/COLOR] (AV 2)[/b] - Invisibility every encounter, and concealment the whole way after a milestone. This can be a great tool for a Slayer. [Size=3][b][b]Level 24[/b][/b][/size] [b][COLOR=#0000ff]Golden Ring of Teros[/COLOR] (AV 2)[/b] - +2 to AC and Fortitude is nice to have, even if it’s conditional. [Size=3][b][b]Level 26[/b][/b][/size] [b][COLOR=#0000ff]Ring of Guarded Will[/COLOR] (AV 2)[/b] - A nice bump to Will defense. [Size=3][b][b]Level 27[/b][/b][/size] [b][COLOR=#0000ff]Avandra’s Ring[/COLOR] (AV 2)[/b] - Ignoring difficult terrain is pretty cool. Too bad it shows up so late... [b][COLOR=#0000ff]Ring of the Phoenix[/COLOR] (AV)[/b] - A pretty sweet revival ability. [b][COLOR=#00ccff]Shadow Band[/COLOR] (AV)[/b] - You can't really argue against +2 to all defenses as a static property... [Size=3][b][b]Level 28[/b][/b][/size] [b]Ring of Elemental Mastery (MOTP)[/b] - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies. [Size=3][b][b]Level 29[/b][/b][/size] [b][COLOR=#00ccff]Ring of Free Time[/COLOR] (L29) (AV 2)[/b] - Expensive, but resist all 5 is great, as is an extra minor action every turn to pull off all those Utility powers simultaneously. [Size=3][b][b]Level 30[/b][/b][/size] [b][/b] [b][COLOR=#0000ff]Nullifying Ring [/COLOR](AV)[/b] - A capstone defensive item. Pretty nuts... if you can foot the bill. [/sblock] [b]Waist[/b] [sblock] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=3][b][b]Level 8[/b][/b][/size] [b]Belt of Lucky Strikes (D 365)[/b] - A free attack after you miss is a solid benefit. [b]Belt of Vim (L8/18/28) (AV)[/b] - Reinforces what will usually be your strongest defense. [Size=3][b][b]Level 10[/b][/b][/size] [b][COLOR=#0000ff]Diamond Cincture[/COLOR] (L10/20/30) (AV 2)[/b] - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty. [Size=3][b][b]Level 11[/b][/b][/size] [b]Healer's Sash (L11/21) (AV)[/b] - Anything that allows you to heal your allies is at least worth mentioning, even post-errata. [b][COLOR=#0000ff]Totemic Belt[/COLOR] (AV)[/b] - Buffs for charging are nice to have. [Size=3][b][b]Level 15[/b][/b][/size] [b]Belt of Giant Strength (PHB)[/b] - A meh offensive Daily buff, but a pretty cool bonus to skills. [b][/b] [Size=3][b][b]Level 18[/b][/b][/size] [b][COLOR=#0000ff]Belt of Mountain Endurance[/COLOR] (D 365)[/b] - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A very good item for you. [b]Cord of Foresight (AV)[/b] - Frontloading a surge's worth of HP can be pretty solid for you. [Size=3][b][b]Level 19[/b][/b][/size] [b][COLOR=#0000ff]Belt of Breaching[/COLOR] (AV 2)[/b] - Healing when you score a kill. Sweet. [Size=3][b][b]Level 23[/b][/b][/size] [b][COLOR=#0000ff]Belt of Vitality[/COLOR] (AV)[/b] - Gets you up when you're down, and boosts Fortitude. Pretty cool. [Size=3][b][b]Level 25[/b][/b][/size] [b][COLOR=#0000ff]Belt of Titan Strength [/COLOR](PHB)[/b] - A strong buff for one turn, and strong skill bonuses. [Size=3][b][b]Level 28[/b][/b][/size] [b][COLOR=#0000ff]Sash of Regeneration[/COLOR] (AV 2)[/b] - Regen while bloodied is nice. [/sblock] [b]Miscellaneous[/b] [sblock] Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available. [Size=4][b][b]Dragonshard Augments:[/b][/b][/size] [Size=3][b][b]Level 2[/b][/b][/size] [b][COLOR=#0000ff]Eberron Shard of Lightning[/COLOR] (L2/12/22) (EPG)[/b] - A great incentive to wield Lightning weapons. [b][COLOR=#0000ff]Khyber Shard of the Fiery Depth[/COLOR] (L2/12/22) (EPG)[/b] - Incentive for wielding Flaming weapons. [b][COLOR=#00ccff]Siberys Shard of Merciless Cold[/COLOR] (L2/12/22) (EPG)[/b] - Yet another reason to like Frost weapons. [Size=3][b][b]Level 3[/b][/b][/size] [b][COLOR=#00ccff]Siberys Shard of Radiance[/COLOR] (L3/13/23) (EPG)[/b] - Another selling point for the Radiant weapon. [Size=4][b][b]Wondrous Items:[/b][/b][/size] [Size=3][b][b]Level 3[/b][/b][/size] [b][COLOR=#0000ff]Demonskin Tattoo[/COLOR] (L3/13/23) (AV 2)[/b] - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention. [Size=3][b][b]Level 5[/b][/b][/size] [b][COLOR=#0000ff]Power Jewel[/COLOR] (AV)[/b] - Getting another go with an Encounter power sounds good to me. [Size=3][b][b]Level 9[/b][/b][/size] [b][COLOR=#00ccff]Backlash Tattoo[/COLOR] (AV 2)[/b] - A nice reprisal effect when you get bloodied. [b][COLOR=#ff9900]Elven Chain Shirt[/COLOR] (L9/19/29) (MME)[/b] - Slotless AC bonuses? Don't mind if I do... [Size=3][b][b]Level 10[/b][/b][/size] [b][COLOR=#0000ff]Salve of Power[/COLOR] (AV)[/b] - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most Strikers. [Size=3][b][b]Level 11[/b][/b][/size] [b][COLOR=#00ccff]Dice of Auspicious Fortune[/COLOR] (D 381)[/b] - Gives you more chances to make the rolls you need to make. [Size=3][b][b]Level 12[/b][/b][/size] [b][COLOR=#0000ff]Foe Stone[/COLOR] (AV)[/b] - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you? [b][COLOR=#00ccff]Stone of Earth[/COLOR] (AV 2)[/b] - A no-questions-asked reroll for a Melee attack. Awesome. [b][COLOR=#00ccff]Stone of Flame[/COLOR] (AV 2)[/b] - Fire lovers want one of these around. [b][COLOR=#00ccff]Stone of Light[/COLOR] (AV 2)[/b] - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me. [b][COLOR=#00ccff]Stone of Spirit[/COLOR] (AV 2)[/b] - If you're partaking in Psychic attack support, a reroll is good stuff. [b][COLOR=#00ccff]Stone of Storms[/COLOR] (AV 2)[/b] - If lightning and thunder are your elements of choice, this is good to have. [Size=3][b][b]Level 16[/b][/b][/size] [b][COLOR=#0000ff]Solitaire (Aquamarine)[/COLOR] (AV)[/b] - Free attacks after a critical are nice. [Size=3][b]Level 18[/b][/size] [COLOR=#0000ff] [/COLOR][COLOR=#ff9900]Horreb Ritual Cube[/COLOR] (DN 170) - A slotless +2 to saves? Why wouldn't you have this? [Size=3][b][b]Level 21[/b][/b][/size] [b]Solitaire (Cerulean) (AV)[/b] - Expensive, but getting rid of (save ends) effects this easily should be. [Size=3][b][b]Level 26[/b][/b][/size] [b][COLOR=#0000ff]Solitaire (Violet)[/COLOR] (AV) [/b]- Free AP’s after a crit are very nice to have, despite the high price tag. [/sblock] [/QUOTE]
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Kill 'Em All: A Slayer's Guide (by lordduskblade)
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