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That Rune Aimer: A Runepriest's Handbook (by RayjeEliwan)
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<blockquote data-quote="Nibelung" data-source="post: 6709458" data-attributes="member: 74499"><p><strong>Originally posted by RayjeEliwan:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Items:</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Weapon:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong><span style="color: #33cccc">Withering Weapon (AV, level 13+):</span></strong> Sadly not available until Paragon, but I just love how leadery this weapon is. Even if you're the only one in the party who attacks AC, this still isn't a total waste of time. This does combine nicely with the Crown of Equilibrium, but it's solid leading in its own right as well.</p><p></p><p><span style="color: #33cccc"><strong>Captain's Weapon (MME, level 13+, RARE):</strong></span> Rare, sadly. This weapon has a daily power that's actually worth sitting up and taking notice. The encounter power is unlikely to be good on you (Rune of Mending is far better, really), but that daily. Just . . . that daily.</p><p></p><p><span style="color: #0000ff"><strong>Chieftain's Weapon (D391, level 3+):</strong></span> You're not generally a spear-using kind of fellow, but if you are, this is a very nice and leadery one.</p><p></p><p><strong><span style="color: #33cccc">Hidden Weapon (DSCS, level 3+):</span></strong> You've gotta get an item bonus to initiative somewhere, so if you don't have a specific weapon enchantment in mind, this is as good a place as any. If you have any way to quick-draw a weapon (say, perhaps a nice cheap Ruby Scabbard), you can start combat with this weapon out, use its own power to quick-stow it after you roll initiative, then quick-draw your real weapon. Light blade or mace only, so unless you're using daggers or rapiers, that might be your best bet.</p><p></p><p><span style="color: #0000ff"><strong>Communal Weapon (AV, level 4+):</strong></span> “Arrrgh, I just barely missed! Do I have all the bonuses accounted for? Can anyone give me a +1?” “Sure, here ya go.”</p><p></p><p><span style="color: #0000ff"><strong>Weapon of Healing (AV, level 8+):</strong></span></p><p><span style="color: #0000ff"></span>If you want healing, here's some healing. I don't like the fact that you can only get this on a mace, but even if you only put it on your belt and use it out of combat, it's not a total waste. It can at least be on a +3 proficiency weapon with a singing stick, but you probably have better things to spend your feats on unless your party REALLY needs healing.</p><p></p><p><strong>Farbond Spellblade (AV2, level 2+):</strong> You probably won't need a ranged weapon very often, but when you do need one, it is nice to have the option. If you have another leader in your party who just happens to like granting RBAs, this is proportionately much nicer.</p><p></p><p><span style="color: #0000ff"><strong>Melegaunt's Darkblade (Du177, level 12+):</strong></span> You're not too likely to have a lot of on-crit effects, but it still doesn't hurt to crit a bit more often. In Epic, if you have Rune of Battle (which I will remind you is nice even without a single other rune feat), this becomes much nicer.</p><p></p><p><strong><span style="color: #33cccc">Tenacious Weapon (AV, level 19+):</span></strong> This is very much a late-game item, but double rolls are double rolls, and making sure Rune of the Astral Phalanx or Rune of Rising Fury find their mark is definitely a solid use of your weapon enchantment.</p><p></p><p><span style="color: #008000"><strong>Sunblade (AV, level 4+):</strong></span> If you happen to go Morninglord, or if you have a Morninglord in your party, this is for you. Otherwise, I'd take something else.</p><p></p><p><span style="color: #008000"><strong>Miscellaneous elemental enchantments: Frost, Flaming, Radiant, Githyanki Silver, Weapon of Summer, whatever. (Source varies)</strong></span></p><p><span style="color: #008000"></span>You're not a striker, but if you feel like you're not doing enough damage, slapping on some elemental tricks is pretty much one of the fastest ways of boosting your damage in this game. Frost or radiant are likely the easiest to use. Personally, I feel like you're better off spending your resources to make yourself more of a force multiplier, but if your heart is set on doing big damage yourself, these are options. Naturally, whatever elemental enchantment you go with will have its own package of tricks to accompany it, so pick up as much of the appropriate package as you can afford.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Armor:</strong></span></p><p></p><p>Note: Most Runepriests will wear scale armor, so most of this list will have scale enchantments in mind. That said, Serene Blades with a starting 18/18 stat spread can wear hide without any loss of effectiveness, so there will be a few hide enchantments in here.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Bloodiron Armor (AV, level 8+):</strong></span> A bonus to AC with an easy trigger is nothing to be ashamed of. This is especially nice on a Defiant Word. Lots to keep track of, but you knew that when you signed up.</p><p></p><p><strong>Armor of Durability (AV, level 4+):</strong> As with so many other items, this is pretty okay for a Runepriest without Protective Scroll, but excellent for a Runepriest with it.</p><p></p><p><span style="color: #0000ff"><strong>Veteran's Armor (AV, level 2+):</strong></span></p><p><span style="color: #0000ff"></span>It's cheap, and you could do worse.</p><p></p><p><strong><span style="color: #008000">Meliorating Armor (AV, level 3+):</span></strong> Very GM-dependent, but potentially awesome. Clever use of that infamous Protective Scroll can lead to extended adventuring days, so that might be a consideration for you.</p><p></p><p><span style="color: #33cccc"><strong>Battle Harness (D368, level 4+, HIDE):</strong></span> Only useful for Serene Blades wearing hide armor, this is still great just for the power bonus (not item bonus!) to initiative. Getting some quick-draw help isn't shabby, either.</p><p></p><p><span style="color: #0000ff"><strong>Eldritch Serpent Armor (D366, level 4+):</strong></span></p><p><span style="color: #0000ff"></span>It'll make you a bit faster. That's worth something, since mobility can be an issue for you. <span style="color: #0000ff"><strong>Karach Armor (D414, level 12+)</strong></span> has a similar effect; it's on a cheaper track (the 2-track instead of the 4-track), but it's not available until Paragon.</p><p></p><p><strong>Reinforcing Armor (AV, level 4+):</strong> Do you like keeping track of bonuses? It's small and conditional, but it's there.</p><p></p><p><strong><span style="color: #993366">Agile Armor (AV, level 5+):</span></strong> If you have highish DEX for some reason (mostly feat qualifications), this doesn't suck, even though it's a little pricey. Most Runepriests won't have the stats, of course, hence the purple rating.</p><p></p><p><span style="color: #0000ff"><strong>Healer's Armor (AV2, level 5+, HIDE):</strong></span></p><p><span style="color: #0000ff"></span>Another hide-specific armor, this makes your heals healier.</p><p></p><p><span style="color: #0000ff"><strong>Piecemeal Armor (D368, level 5+):</strong></span> You don't have any in-class “nuh-uh, you missed me!” powers, so even though this isn't a huge bonus and it only works on AC, it'll still come in handy. The price keeps it from a higher rating; if it were on the 2-track or the 3-track, I'd rate it sky blue.</p><p></p><p><strong><span style="color: #33cccc">Demonscale (AV2, level 9+):</span></strong> Encounter-long elemental resistance that takes an immediate interrupt to trigger, scales with tier, and is an <em>encounter</em> power? Sweet!</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Neck:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><span style="color: #33cccc"><strong>Timeless Locket (AV2, level 14+):</strong></span> Initiative matters, and that's all there is to it. If you happen to have a standard action utility power, the power can be useful, but Runepriests don't have too many of those that are worth taking. Still, initiative is initiative.</p><p></p><p><span style="color: #0000ff"><strong>Amulet of Vigor (AV2, level 9+):</strong></span></p><p><span style="color: #0000ff"></span>For your average Runepriest, this is good. For your Runepriest who likes using and abusing Protective Scroll, it's great.</p><p></p><p><span style="color: #ffcc00"><strong>Amulet of the Silver Tongue (Tome of Magic):</strong></span></p><p><span style="color: #ffcc00"></span>A +5 bonus to Truespeak, upgrading to +10 later? Seems basically mandatory for a class that relies on . . . wait, what's that? Wrong edition? Sorry, nothing to see here, carry on.</p><p></p><p><strong><span style="color: #33cccc">Periapt of Cascading Health (D369, level 10+):</span></strong> This is as close to Iron Heart Surge as 4e has to offer. Anyway, the only thing not to love about this is the price. Note that there is some poor wording on here . . . it doesn't specify that the condition has to be affecting <em>you</em>. Expect table variation, but if your GM allows this item's power to be used to affect you <em>or</em> an ally, it is <strong><span style="color: #ffcc00">worth any price.</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Amulet of Physical Resolve (AV, level 2+):</strong></span></p><p><span style="color: #0000ff"></span>A cheap bonus to saving throws is not going to be unwelcome. I prefer this one over its sister item, the Amulet of Mental Resolve, because relatively few monster attacks actually have the keywords necessary for the AoMR to be useful, even if they SHOULD. Darn inconsistent writing . . .</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Arms:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Iron Armbands of Power (AV, level 6/16/26):</strong></span> Yawn. Extra damage is extra damage, though you've hardly got any multiattacks or off-turn attacks to really take advantage of this. It's never a bad choice, but I wouldn't consider it a top priority. Repeat after me: you are not a striker. (Well, unless you're a Hammer of Vengeance, in which case, yes please.) To be clear, this isn't a bad choice . . . I just wouldn't list it as high-priority.</p><p></p><p><span style="color: #008000"><strong>Hammer Shield (AV2, level 8):</strong></span> I'm torn about this. On the one hand, using hammers is a trap, since you want a +3 weapon. On the other hand, if you insist on using hammers, this shield is pretty sweet. I know better than to preach abstinence-only, so . . . Don't use hammers, but if you must use hammers, use this shield.</p><p></p><p><strong>Rapidstrike Bracers (AV, level 15):</strong> This is fun. A small bonus to initiative shouldn't matter, since you should ideally have a bigger one, but it's better than nothing if you don't have anything. The encounter power is nice if you ever get granted a basic attack, if your GM ever provokes AoOs, or if you just like to charge now and again.</p><p></p><p><span style="color: #0000ff"><strong>Shield of Fellowship (AV2, level 15):</strong></span></p><p><span style="color: #0000ff"></span>Serene Blades love this. Sure, if you're getting hit enough to consistently gain THP, you're going to want them at least some of the time, but having the option to share with the crew is not a bad idea. Combine this with the Shared Valor Armor (chain only, so you'll want Ringmail proficiency) for a nice feedback effect.</p><p></p><p><span style="color: #0000ff"><strong>Tiamat's Bloody Bulwark (Du178, level 15):</strong></span></p><p><span style="color: #0000ff"></span>Monster crits hurt. This makes them hurt less. (This is only available on heavy shields, but honestly, you should probably have a heavy shield by mid-Paragon anyway.)</p><p></p><p><span style="color: #993366"><strong>Bracers of Zeal (AV2, level 9/19/29):</strong></span> This is cute on a Serene Blade or a Sensate. The boring old Iron Armbands are better overall, of course.</p><p></p><p><span style="color: #0000ff"><strong>Absorbing Shield (AV2, level 17):</strong></span> This is a nice way to help your allies. Note that it's only on <em>area</em> effects, not <em>close</em> effects.</p><p></p><p><span style="color: #0000ff"><strong>Counterstrike Guards (AV, level 14+):</strong></span> You don't have too many ways to use your immediate, so getting an extra swing when you're missed can't be all bad. This is especially amusing on a Defiant Word. Note that there is a level 4 version as well, but honestly, I don't think it's worth bothering with even in Heroic unless absolutely all your other slots are filled.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Hands:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong><span style="color: #33cccc">Gloves of Grace (AV2, level 6):</span></strong></p><p><strong></strong>Minor action, grant a saving throw. Done. It's a daily power, but you'll notice that these are <em>common</em>. By the rules, it's totally OK to buy these or craft a ton of them. By Paragon (or even late Heroic), it's absolutely worthwhile to make/buy four, five, six sets of these (or even more) and effectively treat them as an encounter power, which is a reasonably effective way of making sure you've got saving throws on tap when your party needs them.</p><p></p><p><span style="color: #0000ff"><strong>Gloves of the Healer (AV, level 12/22):</strong></span></p><p><span style="color: #0000ff"></span>Now your Rune of Mending has as many dice as most standard leader heals. Not the most exciting item, but there's not a ton of competition for the slot.</p><p></p><p><strong>Strikebacks (AV, level 10):</strong> You don't have many uses for your immediate actions, and you've got a decent MBA, so why not? These lose some shine by high Paragon and especially Epic, since by then it's very difficult to be able to connect with an MBA <em>after</em> being hit, but you'll get some good use out of them before then.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Waist:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><span style="color: #ffcc00"><strong>Cincture of Vivacity (AV/MME, level 14):</strong></span> You may or may not be the one who uses this, but I highly recommend that someone in your party have one of these. Why? Simple: this lets you use Rune of Mending on turn 1 to lay down your favorite party-wide damage boost without much risk of the healing going to waste, even if you win initiative. Just make sure that your GM's typical focus-fire target (maybe it's you, maybe it's someone else) has one of these, and you're set. You may want to have a Shield of Fellowship if you're the one using this, too.</p><p></p><p><strong>Belt of Vigor (PHB, level 2/12/22):</strong> If you're using Protective Scroll, you want your surge value to be as huge as possible. If you're not using Protective Scroll, well, there isn't a ton of competition for the slot. (In most cases, you'll make your Scrolls out of battle anyway, so you can always swap between this and another belt if you like.)</p><p></p><p><strong>Belt of Vim (AV, 8/18/28):</strong> You have a good Fort defense already, but more is always better. The Diamond Cincture (AV2/MME, level 10/20/30) is similar, but you can short yourself out of the bonuses to it, and it's more expensive.</p><p></p><p><span style="color: #0000ff"><strong>Belt of Raging Endurance (D380, 9/19/29):</strong></span> An extra surge is welcome for WIS builds. The encounter power isn't awful, and on a Serene Blade, there's actually a good chance that your THP will take most of the hit. CON builds don't really need it too badly, but an extra surge is an extra surge.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Feet:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong><span style="color: #33cccc">Greaves of Maldeen (D364, level 12):</span></strong> +2 to speed? Sign me up! Only works when moving towards an enemy, but honestly, when is that not the case?</p><p></p><p><span style="color: #0000ff"><strong>Boots of Eagerness (AV, level 9):</strong></span> These are great if you're fond of Rune of the Astral Winds. Even if you don't use that power, they can help with a big map.</p><p></p><p><strong>Boots of Quickness (AV, level 8/18/28):</strong> Reflex is going to be your lowest defense, but although anything that helps with that is going to be helpful, I'm wary of anything that doesn't increase your mobility.</p><p></p><p><strong><span style="color: #ffcc00">Sandals of Avandra (AV, level 25):</span></strong> Hella expensive, but oh so worth it if you get the option.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Ring:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong><span style="color: #ffcc00">Ring of Free Time (AV2, 29, RARE):</span></strong> It's rare, it's expensive as hell, it's desired by pretty much every class in the game (so you just know you're gonna have to arm-wrestle your partymates if you find just one), and there's basically a ton of reasons why you should assume you'll never see one of these. If you do, POUNCE ON IT.</p><p></p><p><strong>Iron Ring of the Dwarf Lords (PHB, level 14):</strong> A surge is a surge. CON builds won't need this, but WIS builds can benefit if they don't have anything better to do with the slot. It's also relatively cheap, at least by ring standards.</p><p></p><p><strong>Ring of Fury (D366, level 14):</strong> It doesn't make you better at leading, but man is it ever funny on a Wrathful Hammer. This does make Rune of Vengeance marginally better, but you shouldn't have Rune of Vengeance anyway.</p><p></p><p><span style="color: #008000"><strong>Ring of Sorrows (AV2, level 18):</strong></span> You don't have as many fear powers as, say, a Wizard, but you've got a couple (Words of Bravery, Symbol of Cowardice, and Tide of Victory). If you have at least one or two fear powers, this isn't a bad idea. If you have an ally or two who also could benefit, this becomes an excellent idea.</p><p></p><p><span style="color: #0000ff"><strong>Ring of Action Reversal (AV2, level 20):</strong></span> You should ideally have an even bigger item bonus to init, but if you don't, this is perfectly acceptable. Also, the daily power is great insurance for when things just don't go like you want them to.</p><p></p><p><span style="color: #0000ff"><strong>Ring of Heroic Insight (AV, level 21):</strong></span> When you really, <em>really</em> need to hit something, this is a good choice. It's nice to use to, for example, open the floodgates against a solo soldier, with your hits making it possible for your allies to hit. Shame it's only a daily power.</p><p></p><p><span style="color: #008000"><strong>Luminary Ring (AV, level 22):</strong></span> You will probably not have much CHA. If you do have any CHA worth mentioning, perhaps for the purposes of an unusual MC, because you're a dragonborn and get a boost whether you like it or not, because you actually planned to have this ring, because your GM actually engages in the barbaric practice of rolling stats (no offense to any primal strikers in the audience), or whatever reason, this is pretty awesome, since most of your attacks will benefit from the increased range. Most Runepriests won't be able to use it, but those who can use it will adore it. Also, the daily power affects Rune of Mending, so that's awesome. Obviously, with no CHA, this is useless outside of the daily power, and I expect more for the price.</p><p></p><p><span style="color: #33cccc"><strong>Golden Ring of Teros (AV2, level 24):</strong></span> This is an expensive toy, but having a noticeable bonus to AC and Fort right at the start of the encounter (when the big guns are likely to come out) is never going to be a bad idea.</p><p></p><p><span style="color: #0000ff"><strong>Ring of Khirad (AV2, level 27):</strong></span> At level 27, this item is way too rich for most adventurers' blood, but ignoring invisibility is nontrivial on a class that primarily makes melee weapon attacks.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Head:</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong><span style="color: #008000">Crown of Equilibrium (AV2, level 12):</span></strong> This is pretty good if and only if you have a Withering Weapon. It's not wholly reliable; if your party is good at listening to you, enemies you attack might have a tendency to disappear before they can save against your effects, but this is still a fun option. Without the Withering Weapon, you do have a FEW save-ends powers you might use (including an encounter one at 13, Words of Fiery Fidelity), but probably not enough to make this a primary consideration.</p><p></p><p><strong><span style="color: #33cccc">Circlet of Arkhosia (PHBR<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />, level 14/24):</span></strong> Superior Will, the item. You should have Superior Will anyway, but the way this is worded, I believe they stack.</p><p></p><p><span style="color: #0000ff"><strong>Crownring of Tchazzar (Du178, level 15):</strong></span> Ignore the daily power, but a +3 to saves against three of the nastiest conditions out there is nothing to be ashamed of, especially with Superior Will on the table (which it should be by the time you can afford this). If you're running around with more cash than you know what to do with, the <span style="color: #33cccc"><strong>Coif of Focus (AV, level 21)</strong></span> is basically the same thing only better.</p><p></p><p><span style="color: #0000ff"><strong>Casque of Tactics (AV, level 4/14/24):</strong></span> The daily power is where it's at. I'd personally rather get my item bonus to init from somewhere that scales faster, but it's there if you can't fit it in anywhere else. Since the only scaling part of this item is the item bonus to init, if you're getting your item bonus to init from somewhere else, you can just use the level 4 version of this thing, making it really cheap.</p><p></p><p><span style="color: #993366"><strong>Goggles of the Bone Collector (AV, level 9):</strong></span></p><p><span style="color: #993366"></span>Being the party encyclopedia isn't really your thing, but if nobody else in the party is going to, this is a good start. That said, this is probably better left to someone else. I just wanted to mention them somewhere, since they're cool.</p><p></p><p><span style="color: #33cccc"><strong>Coif of Mindiron (AV, level 8/18/28):</strong></span></p><p><span style="color: #33cccc"></span>If you haven't noticed the pattern yet, being dazed, dominated, or stunned really puts a cramp in your style, so it's worth it to invest in ways to avoid such things happening.</p><p></p><p><span style="color: #0000ff"><strong>Circlet of Indomitability (AV, level 8/18/28):</strong></span> Having a high Will never hurts. For CON builds, this will push you closer to par; for WIS builds, you just might end up with a Will higher than your AC.</p><p></p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Lost Rune:</strong></span></p><p></p><p>These are all <strong>rare</strong> items that are effectively slotless (or rather, they take up their own slot). They're not likely to redefine the way you play, but they've got their uses, especially if you didn't get an extra rune state from your PP. Unfortunately, none of them actually affect your allies or make you better at leading, which is regrettable. All of them are from D394.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Rune of Storm Unabated (16):</strong> It's a shame that this only works on your at-wills. The extra damage isn't terrible, and I could maybe see doing something fun with this, Mark of Storm, and perhaps Heavenly Halberdier, but it's not a total waste of time. The attack power is pretty much useless, since it's unfriendly, has short range, and doesn't scale.</p><p></p><p><strong>Rune of Tide Inexorable (17):</strong> Forced movement can be most inconvenient, and it's not going to hurt to have some defense against things that sap your mobility. You won't use it constantly, but it's nice when you need it. The daily power is actually pretty nice, giving you some neat board-shuffling skills.</p><p></p><p><span style="color: #0000ff"><strong>Rune of Fiery Might (19):</strong></span> If you are building yourself as a striker, this is actually pretty fantastic, since it's like a Firewind Blade only better. Unfortunately, the best way to turn a pure Runepriest into a striker is to take Hammer of Vengeance, and its striking ability relies on a rune state that, well, isn't this. That said, it's totally possible to build around this and make yourself pretty damaging, especially if you can get some bursts or other multitarget attacks (since the way it's written, the fire damage should ping on <em>every hit</em>). Why is this only blue? Because if you're actually trying to be a leader, it's not that amazing, and you'll get more leadership from the Rune State of Destruction or from most of the PP-granted rune states. The power is pretty nice, at least. Basically, if you know you're going to have access to this item, you can set nearly your entire build around it and make it downright ferocious. However, most people don't have the luxury of basing their entire build around a level 19 rare alternative reward, and without devoting a fair bit to it, this ends up in the “useful toy” category rather than the “totally game-changing” category.</p><p></p><p><span style="color: #0000ff"><strong>Rune of Stone Eternal (20):</strong></span> This is probably the best of the lost runes, or at least the most universally applicable. Leaders, especially frontline leaders, often take a pounding. Between this and Serene Blade, you can be almost comically resilient, though even Defiant Words and Wrathful Hammers can get some benefits out of this. The daily power is downright hilarious; I can't see it ever really being that amazing, but it's funny. Do note that “turned to stone” is NOT the same thing as the Petrified condition, since this is 4e, and the rules do what they say they do, nothing more, nothing less.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Wondrous:</strong></span></p><p></p><p>Note: Many wondrous items have really fun roleplaying or out-of-combat functions, but I'm pretty much just focusing on the ones that specifically help in combat.</p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><strong>Battle Standard of Healing (AV, 3):</strong> This is strictly for use outside battle, but there's really no reason not to have one by mid-late Heroic or so. It's a small bonus, but it's cheap and slotless.</p><p></p><p><span style="color: #33cccc"><strong>Demonskin Tattoo (AV2, 3/13/23):</strong></span></p><p><span style="color: #33cccc"></span>Encounter-long resistance to just the right type of damage every other encounter? Sounds good to me.</p><p></p><p><strong>Ruby Scabbard (AV, 5):</strong> The bonus to damage rolls is totally forgettable, but the quick-draw aspect may come in handy if you've got a backup weapon you care about.</p><p></p><p><span style="color: #993366"><strong>Vistani Buzuq (D380, 7):</strong></span> If you don't have a party member with Ritual Casting, it's nice to have Comrade's Succor available. That said, it's probably cheaper to load up on scrolls of it. Betcha forgot those exist, huh?</p><p></p><p><span style="color: #0000ff"><strong>Whistle of Warning (AV2, 8):</strong></span></p><p><span style="color: #0000ff"></span>It's not a ton of movement, but it's cheap, it's a minor action, it's an encounter power, and it's got good range. A little bit of extra ally-rearranging mojo never hurt.</p><p></p><p><span style="color: #0000ff"><strong>Backlash Tattoo (AV2, 9):</strong></span></p><p><span style="color: #0000ff"></span>You're not a damage monster, but it's not like you have a ton of things demanding your immediates. This gets less useful at higher levels, since it gets increasingly hard to be able to hit anything as a reaction to being hit. Still, not a whole ton of competition for your tattoo slot.</p><p></p><p><strong><span style="color: #ffcc00">Elven Chain Shirt (MME, 9/19/29):</span></strong> I hate this item. I think it's poor game design, and I wish it didn't exist. (Hell, my personal group pretends it doesn't!) Nevertheless, it DOES exist, so if you're a hide-wearing Serene Blade, you'll probably want one of these. Obviously, those of you in scale can forget it.</p><p></p><p><span style="color: #33cccc"><strong>Dice of Auspicious Fortune (D381, 11, RARE):</strong></span> These should be familiar to everyone. They're a rare item that deserves the title. Do not expect to have these, but if you have the chance, they are nice.</p><p></p><p><span style="color: #0000ff"><strong>Foe Stone (AV, 12):</strong></span> You probably won't have the minor actions to make good use of this, but SOMEONE on your team should probably have one, even if it isn't you.</p><p></p><p><span style="color: #33cccc"><strong>Stone of Earth (AV2, 12, RARE):</strong></span> Like the Dice of Auspicious Fortune, this is a rare item that makes you more accurate. Personally, I like my rare items to be useful more than once a day, but if you've got access to it, it'll still come in handy.</p><p></p><p><span style="color: #33cccc"><strong>Gambler's Eight (D417, 14):</strong></span> It's too expensive to really use until late Paragon or (more likely) early Epic, but still, this is a good way to turn a miss into a hit once per day. It's not even rare, unlike the Stone of Earth, though it's a little more expensive if your group plays fast and loose with rarity.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709458, member: 74499"] [b]Originally posted by RayjeEliwan:[/b] [CENTER][Size=4][b]Items:[/b][/size][/CENTER] [Size=3][b]Weapon:[/b][/size] [b]Show[/b] [sblock] [b][COLOR=#33cccc]Withering Weapon (AV, level 13+):[/COLOR][/b] Sadly not available until Paragon, but I just love how leadery this weapon is. Even if you're the only one in the party who attacks AC, this still isn't a total waste of time. This does combine nicely with the Crown of Equilibrium, but it's solid leading in its own right as well. [COLOR=#33cccc][b]Captain's Weapon (MME, level 13+, RARE):[/b][/COLOR] Rare, sadly. This weapon has a daily power that's actually worth sitting up and taking notice. The encounter power is unlikely to be good on you (Rune of Mending is far better, really), but that daily. Just . . . that daily. [COLOR=#0000ff][b]Chieftain's Weapon (D391, level 3+):[/b][/COLOR] You're not generally a spear-using kind of fellow, but if you are, this is a very nice and leadery one. [b][COLOR=#33cccc]Hidden Weapon (DSCS, level 3+):[/COLOR][/b] You've gotta get an item bonus to initiative somewhere, so if you don't have a specific weapon enchantment in mind, this is as good a place as any. If you have any way to quick-draw a weapon (say, perhaps a nice cheap Ruby Scabbard), you can start combat with this weapon out, use its own power to quick-stow it after you roll initiative, then quick-draw your real weapon. Light blade or mace only, so unless you're using daggers or rapiers, that might be your best bet. [COLOR=#0000ff][b]Communal Weapon (AV, level 4+):[/b][/COLOR] “Arrrgh, I just barely missed! Do I have all the bonuses accounted for? Can anyone give me a +1?” “Sure, here ya go.” [COLOR=#0000ff][b]Weapon of Healing (AV, level 8+):[/b] [/COLOR]If you want healing, here's some healing. I don't like the fact that you can only get this on a mace, but even if you only put it on your belt and use it out of combat, it's not a total waste. It can at least be on a +3 proficiency weapon with a singing stick, but you probably have better things to spend your feats on unless your party REALLY needs healing. [b]Farbond Spellblade (AV2, level 2+):[/b] You probably won't need a ranged weapon very often, but when you do need one, it is nice to have the option. If you have another leader in your party who just happens to like granting RBAs, this is proportionately much nicer. [COLOR=#0000ff][b]Melegaunt's Darkblade (Du177, level 12+):[/b][/COLOR] You're not too likely to have a lot of on-crit effects, but it still doesn't hurt to crit a bit more often. In Epic, if you have Rune of Battle (which I will remind you is nice even without a single other rune feat), this becomes much nicer. [b][COLOR=#33cccc]Tenacious Weapon (AV, level 19+):[/COLOR][/b] This is very much a late-game item, but double rolls are double rolls, and making sure Rune of the Astral Phalanx or Rune of Rising Fury find their mark is definitely a solid use of your weapon enchantment. [COLOR=#008000][b]Sunblade (AV, level 4+):[/b][/COLOR] If you happen to go Morninglord, or if you have a Morninglord in your party, this is for you. Otherwise, I'd take something else. [COLOR=#008000][b]Miscellaneous elemental enchantments: Frost, Flaming, Radiant, Githyanki Silver, Weapon of Summer, whatever. (Source varies)[/b] [/COLOR]You're not a striker, but if you feel like you're not doing enough damage, slapping on some elemental tricks is pretty much one of the fastest ways of boosting your damage in this game. Frost or radiant are likely the easiest to use. Personally, I feel like you're better off spending your resources to make yourself more of a force multiplier, but if your heart is set on doing big damage yourself, these are options. Naturally, whatever elemental enchantment you go with will have its own package of tricks to accompany it, so pick up as much of the appropriate package as you can afford. [/sblock] [Size=3][b]Armor:[/b][/size] Note: Most Runepriests will wear scale armor, so most of this list will have scale enchantments in mind. That said, Serene Blades with a starting 18/18 stat spread can wear hide without any loss of effectiveness, so there will be a few hide enchantments in here. [b]Show[/b] [sblock] [COLOR=#0000ff][b]Bloodiron Armor (AV, level 8+):[/b][/COLOR] A bonus to AC with an easy trigger is nothing to be ashamed of. This is especially nice on a Defiant Word. Lots to keep track of, but you knew that when you signed up. [b]Armor of Durability (AV, level 4+):[/b] As with so many other items, this is pretty okay for a Runepriest without Protective Scroll, but excellent for a Runepriest with it. [COLOR=#0000ff][b]Veteran's Armor (AV, level 2+):[/b] [/COLOR]It's cheap, and you could do worse. [b][COLOR=#008000]Meliorating Armor (AV, level 3+):[/COLOR][/b] Very GM-dependent, but potentially awesome. Clever use of that infamous Protective Scroll can lead to extended adventuring days, so that might be a consideration for you. [COLOR=#33cccc][b]Battle Harness (D368, level 4+, HIDE):[/b][/COLOR] Only useful for Serene Blades wearing hide armor, this is still great just for the power bonus (not item bonus!) to initiative. Getting some quick-draw help isn't shabby, either. [COLOR=#0000ff][b]Eldritch Serpent Armor (D366, level 4+):[/b] [/COLOR]It'll make you a bit faster. That's worth something, since mobility can be an issue for you. [COLOR=#0000ff][b]Karach Armor (D414, level 12+)[/b][/COLOR] has a similar effect; it's on a cheaper track (the 2-track instead of the 4-track), but it's not available until Paragon. [b]Reinforcing Armor (AV, level 4+):[/b] Do you like keeping track of bonuses? It's small and conditional, but it's there. [b][COLOR=#993366]Agile Armor (AV, level 5+):[/COLOR][/b] If you have highish DEX for some reason (mostly feat qualifications), this doesn't suck, even though it's a little pricey. Most Runepriests won't have the stats, of course, hence the purple rating. [COLOR=#0000ff][b]Healer's Armor (AV2, level 5+, HIDE):[/b] [/COLOR]Another hide-specific armor, this makes your heals healier. [COLOR=#0000ff][b]Piecemeal Armor (D368, level 5+):[/b][/COLOR] You don't have any in-class “nuh-uh, you missed me!” powers, so even though this isn't a huge bonus and it only works on AC, it'll still come in handy. The price keeps it from a higher rating; if it were on the 2-track or the 3-track, I'd rate it sky blue. [b][COLOR=#33cccc]Demonscale (AV2, level 9+):[/COLOR][/b] Encounter-long elemental resistance that takes an immediate interrupt to trigger, scales with tier, and is an [i]encounter[/i] power? Sweet! [/sblock] [Size=3][b]Neck:[/b][/size] [b]Show[/b] [sblock] [COLOR=#33cccc][b]Timeless Locket (AV2, level 14+):[/b][/COLOR] Initiative matters, and that's all there is to it. If you happen to have a standard action utility power, the power can be useful, but Runepriests don't have too many of those that are worth taking. Still, initiative is initiative. [COLOR=#0000ff][b]Amulet of Vigor (AV2, level 9+):[/b] [/COLOR]For your average Runepriest, this is good. For your Runepriest who likes using and abusing Protective Scroll, it's great. [COLOR=#ffcc00][b]Amulet of the Silver Tongue (Tome of Magic):[/b] [/COLOR]A +5 bonus to Truespeak, upgrading to +10 later? Seems basically mandatory for a class that relies on . . . wait, what's that? Wrong edition? Sorry, nothing to see here, carry on. [b][COLOR=#33cccc]Periapt of Cascading Health (D369, level 10+):[/COLOR][/b] This is as close to Iron Heart Surge as 4e has to offer. Anyway, the only thing not to love about this is the price. Note that there is some poor wording on here . . . it doesn't specify that the condition has to be affecting [i]you[/i]. Expect table variation, but if your GM allows this item's power to be used to affect you [i]or[/i] an ally, it is [b][COLOR=#ffcc00]worth any price.[/COLOR][/b] [COLOR=#0000ff][b]Amulet of Physical Resolve (AV, level 2+):[/b] [/COLOR]A cheap bonus to saving throws is not going to be unwelcome. I prefer this one over its sister item, the Amulet of Mental Resolve, because relatively few monster attacks actually have the keywords necessary for the AoMR to be useful, even if they SHOULD. Darn inconsistent writing . . . [/sblock] [Size=3][b]Arms:[/b][/size] [b]Show[/b] [sblock] [COLOR=#0000ff][b]Iron Armbands of Power (AV, level 6/16/26):[/b][/COLOR] Yawn. Extra damage is extra damage, though you've hardly got any multiattacks or off-turn attacks to really take advantage of this. It's never a bad choice, but I wouldn't consider it a top priority. Repeat after me: you are not a striker. (Well, unless you're a Hammer of Vengeance, in which case, yes please.) To be clear, this isn't a bad choice . . . I just wouldn't list it as high-priority. [COLOR=#008000][b]Hammer Shield (AV2, level 8):[/b][/COLOR] I'm torn about this. On the one hand, using hammers is a trap, since you want a +3 weapon. On the other hand, if you insist on using hammers, this shield is pretty sweet. I know better than to preach abstinence-only, so . . . Don't use hammers, but if you must use hammers, use this shield. [b]Rapidstrike Bracers (AV, level 15):[/b] This is fun. A small bonus to initiative shouldn't matter, since you should ideally have a bigger one, but it's better than nothing if you don't have anything. The encounter power is nice if you ever get granted a basic attack, if your GM ever provokes AoOs, or if you just like to charge now and again. [COLOR=#0000ff][b]Shield of Fellowship (AV2, level 15):[/b] [/COLOR]Serene Blades love this. Sure, if you're getting hit enough to consistently gain THP, you're going to want them at least some of the time, but having the option to share with the crew is not a bad idea. Combine this with the Shared Valor Armor (chain only, so you'll want Ringmail proficiency) for a nice feedback effect. [COLOR=#0000ff][b]Tiamat's Bloody Bulwark (Du178, level 15):[/b] [/COLOR]Monster crits hurt. This makes them hurt less. (This is only available on heavy shields, but honestly, you should probably have a heavy shield by mid-Paragon anyway.) [COLOR=#993366][b]Bracers of Zeal (AV2, level 9/19/29):[/b][/COLOR] This is cute on a Serene Blade or a Sensate. The boring old Iron Armbands are better overall, of course. [COLOR=#0000ff][b]Absorbing Shield (AV2, level 17):[/b][/COLOR] This is a nice way to help your allies. Note that it's only on [i]area[/i] effects, not [i]close[/i] effects. [COLOR=#0000ff][b]Counterstrike Guards (AV, level 14+):[/b][/COLOR] You don't have too many ways to use your immediate, so getting an extra swing when you're missed can't be all bad. This is especially amusing on a Defiant Word. Note that there is a level 4 version as well, but honestly, I don't think it's worth bothering with even in Heroic unless absolutely all your other slots are filled. [/sblock] [Size=3][b]Hands:[/b][/size] [b]Show[/b] [sblock] [b][COLOR=#33cccc]Gloves of Grace (AV2, level 6):[/COLOR] [/b]Minor action, grant a saving throw. Done. It's a daily power, but you'll notice that these are [i]common[/i]. By the rules, it's totally OK to buy these or craft a ton of them. By Paragon (or even late Heroic), it's absolutely worthwhile to make/buy four, five, six sets of these (or even more) and effectively treat them as an encounter power, which is a reasonably effective way of making sure you've got saving throws on tap when your party needs them. [COLOR=#0000ff][b]Gloves of the Healer (AV, level 12/22):[/b] [/COLOR]Now your Rune of Mending has as many dice as most standard leader heals. Not the most exciting item, but there's not a ton of competition for the slot. [b]Strikebacks (AV, level 10):[/b] You don't have many uses for your immediate actions, and you've got a decent MBA, so why not? These lose some shine by high Paragon and especially Epic, since by then it's very difficult to be able to connect with an MBA [i]after[/i] being hit, but you'll get some good use out of them before then. [/sblock] [Size=3][b]Waist:[/b][/size] [b]Show[/b] [sblock] [COLOR=#ffcc00][b]Cincture of Vivacity (AV/MME, level 14):[/b][/COLOR] You may or may not be the one who uses this, but I highly recommend that someone in your party have one of these. Why? Simple: this lets you use Rune of Mending on turn 1 to lay down your favorite party-wide damage boost without much risk of the healing going to waste, even if you win initiative. Just make sure that your GM's typical focus-fire target (maybe it's you, maybe it's someone else) has one of these, and you're set. You may want to have a Shield of Fellowship if you're the one using this, too. [b]Belt of Vigor (PHB, level 2/12/22):[/b] If you're using Protective Scroll, you want your surge value to be as huge as possible. If you're not using Protective Scroll, well, there isn't a ton of competition for the slot. (In most cases, you'll make your Scrolls out of battle anyway, so you can always swap between this and another belt if you like.) [b]Belt of Vim (AV, 8/18/28):[/b] You have a good Fort defense already, but more is always better. The Diamond Cincture (AV2/MME, level 10/20/30) is similar, but you can short yourself out of the bonuses to it, and it's more expensive. [COLOR=#0000ff][b]Belt of Raging Endurance (D380, 9/19/29):[/b][/COLOR] An extra surge is welcome for WIS builds. The encounter power isn't awful, and on a Serene Blade, there's actually a good chance that your THP will take most of the hit. CON builds don't really need it too badly, but an extra surge is an extra surge. [/sblock] [Size=3][b]Feet:[/b][/size] [b]Show[/b] [sblock] [b][COLOR=#33cccc]Greaves of Maldeen (D364, level 12):[/COLOR][/b] +2 to speed? Sign me up! Only works when moving towards an enemy, but honestly, when is that not the case? [COLOR=#0000ff][b]Boots of Eagerness (AV, level 9):[/b][/COLOR] These are great if you're fond of Rune of the Astral Winds. Even if you don't use that power, they can help with a big map. [b]Boots of Quickness (AV, level 8/18/28):[/b] Reflex is going to be your lowest defense, but although anything that helps with that is going to be helpful, I'm wary of anything that doesn't increase your mobility. [b][COLOR=#ffcc00]Sandals of Avandra (AV, level 25):[/COLOR][/b] Hella expensive, but oh so worth it if you get the option. [/sblock] [Size=3][b]Ring:[/b][/size] [b]Show[/b] [sblock] [b][COLOR=#ffcc00]Ring of Free Time (AV2, 29, RARE):[/COLOR][/b] It's rare, it's expensive as hell, it's desired by pretty much every class in the game (so you just know you're gonna have to arm-wrestle your partymates if you find just one), and there's basically a ton of reasons why you should assume you'll never see one of these. If you do, POUNCE ON IT. [b]Iron Ring of the Dwarf Lords (PHB, level 14):[/b] A surge is a surge. CON builds won't need this, but WIS builds can benefit if they don't have anything better to do with the slot. It's also relatively cheap, at least by ring standards. [b]Ring of Fury (D366, level 14):[/b] It doesn't make you better at leading, but man is it ever funny on a Wrathful Hammer. This does make Rune of Vengeance marginally better, but you shouldn't have Rune of Vengeance anyway. [COLOR=#008000][b]Ring of Sorrows (AV2, level 18):[/b][/COLOR] You don't have as many fear powers as, say, a Wizard, but you've got a couple (Words of Bravery, Symbol of Cowardice, and Tide of Victory). If you have at least one or two fear powers, this isn't a bad idea. If you have an ally or two who also could benefit, this becomes an excellent idea. [COLOR=#0000ff][b]Ring of Action Reversal (AV2, level 20):[/b][/COLOR] You should ideally have an even bigger item bonus to init, but if you don't, this is perfectly acceptable. Also, the daily power is great insurance for when things just don't go like you want them to. [COLOR=#0000ff][b]Ring of Heroic Insight (AV, level 21):[/b][/COLOR] When you really, [i]really[/i] need to hit something, this is a good choice. It's nice to use to, for example, open the floodgates against a solo soldier, with your hits making it possible for your allies to hit. Shame it's only a daily power. [COLOR=#008000][b]Luminary Ring (AV, level 22):[/b][/COLOR] You will probably not have much CHA. If you do have any CHA worth mentioning, perhaps for the purposes of an unusual MC, because you're a dragonborn and get a boost whether you like it or not, because you actually planned to have this ring, because your GM actually engages in the barbaric practice of rolling stats (no offense to any primal strikers in the audience), or whatever reason, this is pretty awesome, since most of your attacks will benefit from the increased range. Most Runepriests won't be able to use it, but those who can use it will adore it. Also, the daily power affects Rune of Mending, so that's awesome. Obviously, with no CHA, this is useless outside of the daily power, and I expect more for the price. [COLOR=#33cccc][b]Golden Ring of Teros (AV2, level 24):[/b][/COLOR] This is an expensive toy, but having a noticeable bonus to AC and Fort right at the start of the encounter (when the big guns are likely to come out) is never going to be a bad idea. [COLOR=#0000ff][b]Ring of Khirad (AV2, level 27):[/b][/COLOR] At level 27, this item is way too rich for most adventurers' blood, but ignoring invisibility is nontrivial on a class that primarily makes melee weapon attacks. [/sblock] [Size=3][b]Head:[/b][/size] [b]Show[/b] [sblock] [b][COLOR=#008000]Crown of Equilibrium (AV2, level 12):[/COLOR][/b] This is pretty good if and only if you have a Withering Weapon. It's not wholly reliable; if your party is good at listening to you, enemies you attack might have a tendency to disappear before they can save against your effects, but this is still a fun option. Without the Withering Weapon, you do have a FEW save-ends powers you might use (including an encounter one at 13, Words of Fiery Fidelity), but probably not enough to make this a primary consideration. [b][COLOR=#33cccc]Circlet of Arkhosia (PHBR:D, level 14/24):[/COLOR][/b] Superior Will, the item. You should have Superior Will anyway, but the way this is worded, I believe they stack. [COLOR=#0000ff][b]Crownring of Tchazzar (Du178, level 15):[/b][/COLOR] Ignore the daily power, but a +3 to saves against three of the nastiest conditions out there is nothing to be ashamed of, especially with Superior Will on the table (which it should be by the time you can afford this). If you're running around with more cash than you know what to do with, the [COLOR=#33cccc][b]Coif of Focus (AV, level 21)[/b][/COLOR] is basically the same thing only better. [COLOR=#0000ff][b]Casque of Tactics (AV, level 4/14/24):[/b][/COLOR] The daily power is where it's at. I'd personally rather get my item bonus to init from somewhere that scales faster, but it's there if you can't fit it in anywhere else. Since the only scaling part of this item is the item bonus to init, if you're getting your item bonus to init from somewhere else, you can just use the level 4 version of this thing, making it really cheap. [COLOR=#993366][b]Goggles of the Bone Collector (AV, level 9):[/b] [/COLOR]Being the party encyclopedia isn't really your thing, but if nobody else in the party is going to, this is a good start. That said, this is probably better left to someone else. I just wanted to mention them somewhere, since they're cool. [COLOR=#33cccc][b]Coif of Mindiron (AV, level 8/18/28):[/b] [/COLOR]If you haven't noticed the pattern yet, being dazed, dominated, or stunned really puts a cramp in your style, so it's worth it to invest in ways to avoid such things happening. [COLOR=#0000ff][b]Circlet of Indomitability (AV, level 8/18/28):[/b][/COLOR] Having a high Will never hurts. For CON builds, this will push you closer to par; for WIS builds, you just might end up with a Will higher than your AC. [/sblock] [Size=3][b]Lost Rune:[/b][/size] These are all [b]rare[/b] items that are effectively slotless (or rather, they take up their own slot). They're not likely to redefine the way you play, but they've got their uses, especially if you didn't get an extra rune state from your PP. Unfortunately, none of them actually affect your allies or make you better at leading, which is regrettable. All of them are from D394. [b]Show[/b] [sblock] [b]Rune of Storm Unabated (16):[/b] It's a shame that this only works on your at-wills. The extra damage isn't terrible, and I could maybe see doing something fun with this, Mark of Storm, and perhaps Heavenly Halberdier, but it's not a total waste of time. The attack power is pretty much useless, since it's unfriendly, has short range, and doesn't scale. [b]Rune of Tide Inexorable (17):[/b] Forced movement can be most inconvenient, and it's not going to hurt to have some defense against things that sap your mobility. You won't use it constantly, but it's nice when you need it. The daily power is actually pretty nice, giving you some neat board-shuffling skills. [COLOR=#0000ff][b]Rune of Fiery Might (19):[/b][/COLOR] If you are building yourself as a striker, this is actually pretty fantastic, since it's like a Firewind Blade only better. Unfortunately, the best way to turn a pure Runepriest into a striker is to take Hammer of Vengeance, and its striking ability relies on a rune state that, well, isn't this. That said, it's totally possible to build around this and make yourself pretty damaging, especially if you can get some bursts or other multitarget attacks (since the way it's written, the fire damage should ping on [i]every hit[/i]). Why is this only blue? Because if you're actually trying to be a leader, it's not that amazing, and you'll get more leadership from the Rune State of Destruction or from most of the PP-granted rune states. The power is pretty nice, at least. Basically, if you know you're going to have access to this item, you can set nearly your entire build around it and make it downright ferocious. However, most people don't have the luxury of basing their entire build around a level 19 rare alternative reward, and without devoting a fair bit to it, this ends up in the “useful toy” category rather than the “totally game-changing” category. [COLOR=#0000ff][b]Rune of Stone Eternal (20):[/b][/COLOR] This is probably the best of the lost runes, or at least the most universally applicable. Leaders, especially frontline leaders, often take a pounding. Between this and Serene Blade, you can be almost comically resilient, though even Defiant Words and Wrathful Hammers can get some benefits out of this. The daily power is downright hilarious; I can't see it ever really being that amazing, but it's funny. Do note that “turned to stone” is NOT the same thing as the Petrified condition, since this is 4e, and the rules do what they say they do, nothing more, nothing less. [/sblock] [Size=3][b]Wondrous:[/b][/size] Note: Many wondrous items have really fun roleplaying or out-of-combat functions, but I'm pretty much just focusing on the ones that specifically help in combat. [b]Show[/b] [sblock] [b]Battle Standard of Healing (AV, 3):[/b] This is strictly for use outside battle, but there's really no reason not to have one by mid-late Heroic or so. It's a small bonus, but it's cheap and slotless. [COLOR=#33cccc][b]Demonskin Tattoo (AV2, 3/13/23):[/b] [/COLOR]Encounter-long resistance to just the right type of damage every other encounter? Sounds good to me. [b]Ruby Scabbard (AV, 5):[/b] The bonus to damage rolls is totally forgettable, but the quick-draw aspect may come in handy if you've got a backup weapon you care about. [COLOR=#993366][b]Vistani Buzuq (D380, 7):[/b][/COLOR] If you don't have a party member with Ritual Casting, it's nice to have Comrade's Succor available. That said, it's probably cheaper to load up on scrolls of it. Betcha forgot those exist, huh? [COLOR=#0000ff][b]Whistle of Warning (AV2, 8):[/b] [/COLOR]It's not a ton of movement, but it's cheap, it's a minor action, it's an encounter power, and it's got good range. A little bit of extra ally-rearranging mojo never hurt. [COLOR=#0000ff][b]Backlash Tattoo (AV2, 9):[/b] [/COLOR]You're not a damage monster, but it's not like you have a ton of things demanding your immediates. This gets less useful at higher levels, since it gets increasingly hard to be able to hit anything as a reaction to being hit. Still, not a whole ton of competition for your tattoo slot. [b][COLOR=#ffcc00]Elven Chain Shirt (MME, 9/19/29):[/COLOR][/b] I hate this item. I think it's poor game design, and I wish it didn't exist. (Hell, my personal group pretends it doesn't!) Nevertheless, it DOES exist, so if you're a hide-wearing Serene Blade, you'll probably want one of these. Obviously, those of you in scale can forget it. [COLOR=#33cccc][b]Dice of Auspicious Fortune (D381, 11, RARE):[/b][/COLOR] These should be familiar to everyone. They're a rare item that deserves the title. Do not expect to have these, but if you have the chance, they are nice. [COLOR=#0000ff][b]Foe Stone (AV, 12):[/b][/COLOR] You probably won't have the minor actions to make good use of this, but SOMEONE on your team should probably have one, even if it isn't you. [COLOR=#33cccc][b]Stone of Earth (AV2, 12, RARE):[/b][/COLOR] Like the Dice of Auspicious Fortune, this is a rare item that makes you more accurate. Personally, I like my rare items to be useful more than once a day, but if you've got access to it, it'll still come in handy. [COLOR=#33cccc][b]Gambler's Eight (D417, 14):[/b][/COLOR] It's too expensive to really use until late Paragon or (more likely) early Epic, but still, this is a good way to turn a miss into a hit once per day. It's not even rare, unlike the Stone of Earth, though it's a little more expensive if your group plays fast and loose with rarity. [/sblock] [/QUOTE]
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That Rune Aimer: A Runepriest's Handbook (by RayjeEliwan)
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