Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nibelung" data-source="post: 6712062" data-attributes="member: 74499"><p><strong>Originally posted by DuelistDelSol:</strong></p><p></p><p>Items and Equipment</p><p></p><p>Unlike with the feats (and as I did in the Warlock guide), I'll be sticking with items that would deserve a Black or higher rating. I'll also be going over Superior implements in this section, though as more of a header to the items list (ranking each individual Superior implement before listing off the possible enchantments). I will be sticking to Cloth for the Armor section unless popular desire says otherwise, upon which point I'll add a section for Leather should I have the room.</p><p></p><p><strong>Implements</strong></p><p>[sblock]</p><p><strong>Staffs</strong></p><p>[sblock]</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #00ccff">Accurate Staff (Accurate):</span></strong> One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren.<br /> </li> <li data-xf-list-type="ul"><strong>Guardian Staff (Energized Force, Shielding):</strong> Force damage is nowhere close to a common type for you, though the Shielding benefit may perk an eyebrow or two.<br /> </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Mindwarp Staff (Distant, Energized Psychic):</strong></span> Psychic, however, is a bit more common, as its something often found with Wild Magic spells. You normally won't have a problem with Range on your powers, but if you act from way in the back, that extra two squares could come in handy.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Quickbeam Staff (Energized Thunder, Forceful):</strong></span> Storm Sorcerers and Air Elementalists (<em>especially</em> Air Elementalists) may find this at the level of Accurate, or even higher - the former with the help of the Mark of Storm Dragonmark feat.<br /> </li> </ul><p></p><p><span style="color: #0000ff"><strong>Defensive Staff (2+):</strong></span> A decent critical-hit bonus for the level, and a very cheap boost to your NADs. Works quite nicely as an offhand implement.</p><p></p><p><strong>Staff of Expansion (2+)</strong><strong>:</strong> Yes, the critical hit rather sucks, but to be able to bend around your bursts and blasts to fit someone else once a day does wonders for your targeting abilities. Keep in mind that higher versions of this slowly add more squares.</p><p></p><p><span style="color: #ff9900"><strong>Staff of Ruin (3+):</strong></span> One of the most famous Staffs in the game, with an amazingly simple yet effective benefit. To be quite honest, unless you have some other strategy in mind, Staff-wielders should probably stick to this for their entire career.</p><p></p><p><span style="color: #0000ff"><strong>Staff of the War Mage (3+):</strong></span> In essence, an improvement over the Staff of Expansion. There are corner cases for only wanting to add one square and not a full expansion of the AOE, but this will normally be your port of call for those that pride on their AOEs.</p><p></p><p><span style="color: #0000ff">Thunderwave Staff (8+):</span> Your pushing AOEs just became an insane source of damage for you.</p><p></p><p><strong>Blastwarp Staff (10+):</strong> Now that's a rather cool little benefit - for you Skirmishers out there, hitting at least 3 targets with a Close burst or Close blast grants you Combat Advantage against everything on your next turn. On top of that, once per day as a free action, you can transform a Close blast X into a Close burst X-2, making some of those Blast 5s downright deadly by adding a ton of coverage. Worth considering before the advantage of Staff of Ruin takes its hold.</p><p></p><p><strong>Staff of Gathering (10+):</strong> An absolutely silly set of bonuses in response to damage types that are actually a bit more common than you'd think. Especially for campaigns focused around undead, you might be interested in this.</p><p></p><p><span style="color: #00ccff"><strong>Queen's Staff (15+):</strong></span> Fuels one of the best set benefits a Storm Sorcerer could ever ask for, while also granting him an extremely cool benefit. Wild Sorcerers may or may not care about the secondary benefit on a critical hit - you've got better Staffs, anyway.</p><p></p><p><span style="color: #00ccff"><strong>Destiny Staff (25+):</strong></span> A simple way to heal yourself up, and a 1/day Standard Action when you kill someone? Sure![/sblock]</p><p><strong>Daggers</strong></p><p>[sblock]</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Accurate Dagger (Accurate):</strong></span> One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren.<br /> </li> <li data-xf-list-type="ul"><strong><span style="color: #00ccff">Incendiary Dagger (Energized Fire, Unerring):</span> </strong>The two AOE At-Wills that PHB2 Sorcerers can get both have the Fire keyword and target Reflex. Unsurprisingly, this trait is shared across a lot of powers the Sorcerer has in stock, making this a prime choice.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Lancing Dagger (Empowered Crit, Energized Lightning):</strong></span> Storm Sorcerers can have a boatload of fun with this, jacking up their DPR to absurd levels especially with Lightning Fury and the Gifts for the Queen setpieces.<br /> </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Resonating Dagger (Energized Thunder, Forceful):</strong></span> Storm Sorcerers and Air Elementalists could also find this an attractive offer as well, though if you're after DPR and not extra control, you've got better options.<br /> </li> </ul><p></p><p><span style="color: #00ccff"><strong>Goblin Totem Dagger (2+):</strong></span> Halflings and Gnomes should highly consider this - it's what you'd get on a Staff of Ruin, except on a Dagger, running off a common condition, and for cheap. <span style="color: #ff9900"><strong>Pixies</strong></span> should consider nothing else.</p><p></p><p><strong>Vicious Dagger (2+):</strong> Sometimes, all you want is to be able to shake your DM awake. A d12 critical bonus die will do that just fine.</p><p></p><p><span style="color: #0000ff"><strong>Frost Dagger (3+):</strong></span> One of the cheapest elemental weapons in the game, but just as useful. All of your attacks now deal Cold damage, which has its fair share of support (though not as much as, say, Fire/Lightning/Thunder).</p><p></p><p><strong>Hidden Dagger (3+):</strong> Basically Quick Draw if you crammed it into a weapon. Handy bonus to initiatives, and Free-Action At-Will drawing and sheathing make it great for RP and for the occasional surprise combat round. Worth a gander.</p><p></p><p><span style="color: #00ccff"><strong>Rhythm Dagger (3+):</strong></span> While I wouldn't quite recommend you use this to attack, the property it holds is one of the most celebrated in the entire game. You may or may not have a difficult time with AC, but Dragon and Cosmic Sorcerers want anything they can get that buffs their Reflex.</p><p></p><p><strong>Vanguard Dagger (3+):</strong> Used pretty much purely in conjunction with <em>Ensorcelled Blade.</em> Gives it some major legs in terms of damage, and 1/day when you do charge, you drop an insane Leader benefit on pretty much everyone around you that uses your primary ability score for the damage bonus.</p><p></p><p><strong>Weapon of Defense (4+):</strong> A cool supplement to the Shield bonus you'd get from a Rhythm Dagger - don't underestimate being able to shave off even small amounts of damage that you take.</p><p></p><p><span style="color: #00ccff"><strong>Lightning Dagger (5+):</strong></span> <em>Lightning Furies</em> turn all of their powers they may have neglected into forces of destruction. Make this a Lancing Dagger for even more funsies.</p><p></p><p><span style="color: #0000ff"><strong>Jagged Dagger (12+):</strong></span> An unnatural crit range this early is worth investigating, though do take notice of the <em>Melegaunt's Darkblade</em> enchantment - same property, but diced crits instead of ongoing damage. It's from a Dungeon magazine, though, so have fun convincing your DM you can find one.</p><p></p><p><strong><span style="color: #00ccff">Bloodiron Dagger (13+):</span> </strong>Speaking of critical hit dice... do it twice!</p><p></p><p><span style="color: #00ccff"><strong>Radiant Dagger (15+):</strong></span> While radiant damage isn't the cream of the crop for you, this is still a great little tool to bring along on those darker adventures. Keep in mind also - all that's required is that the power you used dealt radiant damage. The power does not have to be active in order for this to happen. There are three Epic Destinies (<em>Avangion</em>, <em>Radiant One</em>, and <em>Sublime Flame </em>(for Fire powers)) that will help you add damage with this Dagger's property without needing to turn on its power to do so; in effect, letting you keep your original keywords.</p><p>[/sblock]</p><p><strong>Rods</strong></p><p>[sblock]</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Accurate Rod (Accurate):</strong></span> One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Ashen Rod (Energized Fire, Unerring):</strong></span> Similar to the Incendiary Dagger above. <br /> </li> <li data-xf-list-type="ul"><strong>Deathbone Rod (Energized Necrotic, Undeniable):</strong> You may have a few spells that target Will, but you barely have any that deal Necrotic damage - and not a single one targets Will. You're not a Warlock; don't pretend to be one.<br /> </li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Defiant Rod (Energized Radiant, Shielding):</strong></span> You're already getting a Shield bonus from Rod Expertise, and like the Deathbone Rod above, you do lack a lot of Radiant spells.<br /> </li> </ul><p></p><p><span style="color: #0000ff"><strong>Rod of Deadly Casting (2+):</strong></span> A very nice crit die for a cheap implement, with a benefit that may help it eclipse many of its d12 cousins.</p><p></p><p><span style="color: #ff9900"><strong>Rod of the Dragonborn (4+):</strong></span> The main call-to-arms for most Rod wielders. Especially since you can now gain Rod proficiency with a theme, instead of requiring feat investment, this is a much more robust choice. So what does this do? Simple: pick a damage type you can deal with your Dragonbreath (RAW says you must pick one, even if you're able to deal multiple types of damage). Now all of your powers that you use through that Rod deals that type of damage instead of any of its other choices. This is <em>exactly</em> what Dragonborn and Revenants want in regards to elemental-based setups, and if you can get an item bonus to damage rolls elsewhere, I can recommend no other substitute.</p><p></p><p><span style="color: #0000ff"><strong>Torch of Misery (10+):</strong></span> Keep in mind it wants you to use a Fire or Radiant power, not necessarily deal Fire or Radiant damage at the outset. An excellent benefit for a large-scale Striker like yourself. It's also an Everburning Torch!</p><p></p><p><strong>Arkhosian Scepter (12+):</strong> If you care more about machinegunning with your Dragonbreath than using it as a catalyst for the rest of your powers, this is an absolutely insane boost to attack and damage rolls on one of the best racial powers in the entire game; you may need to make Dragonbreath an Arcane attack power, though, before looking this up.[/sblock][/sblock]</p><p><strong>Armor</strong></p><p>[sblock]<strong><span style="color: #0000ff">Agile</span></strong></p><p><strong><span style="color: #008000">/</span></strong></p><p><strong><span style="color: #0000ff">Indomitable</span></strong></p><p><strong><span style="color: #008000">/</span> Vigorous <span style="color: #008000">Resolve Vestments (2+):</span></strong> In order, these armors give you a +2 item bonus to Reflex, Fortitude, or Will when you're bloodied. Skirmishers will adore these, and it's going to probably be a choice between the Agile and Indomitable enchantments depending on how you want to stack your defenses.</p><p></p><p><strong><span style="color: #0000ff">Robe of Eyes (2+): </span></strong>Such a small price to pay for complete immunity to blinds. The biggest use of this is, of course, for <span style="color: #ff9900"><strong><em>Demonskin Adepts</em></strong></span>, which nullifies the penalty on their end attached to their 16th Level feature.</p><p></p><p><span style="color: #00ccff"><strong>Armor of Sudden Recovery (3+):</strong></span> Take serious consideration into saving a set for those long, dark, rainy days - there are some enemies that have insanely high ongoing damage amounts, and to turn that into Regeneration will trivialize encounters.</p><p></p><p><span style="color: #0000ff"><strong>Runic Armor (3+):</strong></span> If you're a Dwarf, or can find some other way to get a minor-action Second Wind, this is a beautiful way to add even more damage to your repetroire.</p><p></p><p>Battle Harness (4+): You're not exactly prone to sling around multiple implements and tools, but the initiative bonus will come into play more often than not.</p><p></p><p>Parchment Armor (4+): Turns out paper ain't bad at protecting you. Nor is it bad at handing you great bonuses, though I'd wait until you get a +2 or +3 version.</p><p></p><p><strong>Shimmering Armor (4+):</strong> Most Dagger wielders are going to be Skirmishers, and Staff Expertise already takes care of the enemy OA problem in regards to using Ranged and Area powers. Still, though, there's a reason this enchantment exists. If you need it, grab it.</p><p></p><p><span style="color: #0000ff">Shimmering Armor (4+):</span> Don't like Staffs, but would rather not have to do the Charleston to make sure you're not pounded on with your Ranged and Area bursts? Never fear - here's your solution right here.</p><p></p><p><strong>Irrefutable Armor (7+):</strong> Wild Sorcerers might jump on this one - it's a substantial reroll to some of your favorite attacks, and for a rather cheap price.</p><p></p><p><span style="color: #00ccff"><strong>Greater Armo</strong></span><strong><span style="color: #ff9900">r of Eyes (14+):</span></strong> Provided you can actually acquire this, as it is a Rare item and quite expensive, throw on Darkvision to the list of goodies you get from the regular Robe.</p><p></p><p><strong>Mooncloth Robes (17+):</strong> A pretty decent benefit all on its own for Cosmic Sorcerers. The set this armor belongs to could also entice you somewhat, especially with its four-piece benefit that ties in quite well with the <em>Staff of the Far Wanderer</em>.</p><p></p><p><span style="color: #0000ff"><strong>Robe of the Archfiend (25+):</strong></span> An <em>incredibly</em><em> </em>strong Daily you can whip out in response to an attack hitting you really makes this worthwhile, even with it lacking a property. The fact that it's a Sustain Minor only makes it sweeter.[/sblock]</p><p><strong>Neck Items</strong></p><p>[sblock]<span style="color: #0000ff">Sustaining Cloak (2+):</span> <em>Blackfire Serpent</em> becomes a No Action attack once per encounter. Hilarious. Oh, I guess it works well on your other sustaining powers too, but man...</p><p></p><p><span style="color: #00ccff"><strong>Cloak of Distortion (4+):</strong></span> The premier neck item for those that work in the back row, as this will make you much less of a worthy target by other Artillery.</p><p></p><p><strong>Cloak of the Walking Wounded (4+):</strong> You're not going to have the Healing Surges to spare like your Con'lock cousins, but when you have to make the most of this, you won't regret it.</p><p></p><p><span style="color: #0000ff"><strong>Lucky Charm (4+):</strong></span> For one roll a day, you share a little bit of the Deva's goodness.</p><p></p><p><span style="color: #00ccff"><strong>Amulet of Life (5+):</strong></span> The CotWW, except you don't need to be bloodied, nor do you need to use it with your Second Wind. Glorious.</p><p></p><p><strong>Elven Cloak (7+):</strong> A serviceable boost for those that favor Dexterity-based builds, as it's a cheap way to bump up your Stealth score, but that really does depend if you care about Stealth or not.</p><p></p><p><span style="color: #0000ff"><strong>Elemental Ward Cloak (9+):</strong></span> A rather funky little bonus to defenses against elemental attacks (specifically acid, fire, cold, thunder, and lightning), and honestly, a solid set benefit if you build onto the <em>Xenda-Dran's Array</em> set, even with its focus on Assassins.</p><p></p><p><strong>Deep-Pocket Cloak (12+):</strong> A Bag of Holding you can sling across your back, with a cool little benefit that apes Quick Draw.</p><p></p><p><span style="color: #00ccff"><strong>Torc of Power Preservation (15+):</strong></span> I've always been very fond of this particular neck item, even considering its expense. Once per day you can roll a d20 when you use an Encounter power of the Torc's level or lower, with a bonus equal to the Torc's enchantment bonus, and on a 10 or higher the power comes back, good as new. And it's not wasted if the roll fails! While your Encounters aren't quite as strong as a lot of your Dailies, they still pack a massive whallop compared to your default At-Wills.[/sblock]</p><p><strong>Arms Slot Items</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Bracers of th</strong></span><strong><span style="color: #0000ff">e Perfect Shot</span></strong> (3 / 13 / 23): Elementalists will have a field day over this one, as they possess the strongest Ranged Basic Attack in the entire game. Sorcerers may not care as much, but they still have <em>Dragonfrost</em> and <em>Acid Orb</em> to swing around if they choose.</p><p></p><p><span style="color: #00ccff"><strong>Phylactery of Action</strong></span> (3 / 13 / 23): These kinds of benefits just don't manifest themselves a lot on Arms items, and being able to do it up to Stunned even at level 3 makes it a very cheap second-chance item that's worth investigating.</p><p></p><p><span style="color: #00ccff"><strong>Bracelet of the Radiant Storm</strong></span> (13): So yea. You Storm Sorcerers may kind of want this. It's a shame that the Lightning Resist goes completely to waste, but it's an item that feeds a wonderful set bonus that goes in a slot that, honestly, has no real competition. Yank this up and enjoy it.[/sblock]</p><p><strong>Feet Slot Items</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Acrobat Boots</strong></span> (2): One of the simplest items in the game, and yet one of my all-time favorites. Incredibly cheap, incredibly handy, and just all-around amazing for just about everyone.</p><p></p><p><strong><span style="color: #0000ff">Boots of Free Movement</span> </strong>(6): Since a lot of Sorcerers are probably going to trend towards the Skirmisher path, considering the utter strength of the Dragon Soul discipline, having a panacea against movement-disabling effects in both the property and the Encounter power is something very much considering.</p><p></p><p><strong>Boots of Striding</strong> (9): While it's up to you whether you prize adding a bonus to speed (Artillery won't care too much), you could still do worse.</p><p></p><p><span style="color: #0000ff"><strong>Boots of Dancing</strong></span> (11): On top of a Reflex bonus, go ahead and negate CA if ever you're dazed. That sounds like a fair enough deal.</p><p></p><p><span style="color: #0000ff"><strong>Butterfly Sandals</strong></span> (12): The two flying races in the game (Kapak Draconians and Pixies) both make incredibly good Sorcerers. So then I ask you: would you like a +2 bonus to speed this early in your career? Yes? Then here you go! Common, too, so you should have no problem picking this up.</p><p></p><p><span style="color: #0000ff"><strong>Dragonborn Greaves</strong></span> (12): And now the other disciplines can have a fragment of the Dragon Soul's reactionary defensive feature, with a couple other neat bonuses. And Dragon Sorcerers can just laugh at their now +3 to AC while bloodied.</p><p></p><p><span style="color: #00ccff"><strong>Spark Slippers</strong></span> (16): This used to be the stuff of legend, back when there was no action tied to the lightning damage. Now that it's an immediate reaction, it only serves as a (still good) shadow of the <em>Lightning Fury</em> aura damage feature, and, for good measure, is a stepping stone towards a fantastic set bonus for our Storm Soul and Cosmic Soul friends.</p><p></p><p><span style="color: #00ccff"><strong>Zephyr Boots</strong></span> (24): If you're not one of the lucky few with racial fly speeds... yeah, here you go. Dart around the board as you please.</p><p></p><p><span style="color: #ff9900"><strong>Sandals of Avandra</strong></span> (25): You are (most likely) a Skirmisher. You have no command on your Minor Actions save for power sustains. An At-Will Minor Action shift - of which equals half your speed - is something I could not fathom living without, if flight is inconsequential in your campaign. (And as icing, have +2 to speed!)</p><p></p><p><span style="color: #ff9900"><strong>Boots of Teleportation</strong> </span>(28): Your speed is now your Teleport Speed. Did I stutter?[/sblock] </p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712062, member: 74499"] [b]Originally posted by DuelistDelSol:[/b] Items and Equipment Unlike with the feats (and as I did in the Warlock guide), I'll be sticking with items that would deserve a Black or higher rating. I'll also be going over Superior implements in this section, though as more of a header to the items list (ranking each individual Superior implement before listing off the possible enchantments). I will be sticking to Cloth for the Armor section unless popular desire says otherwise, upon which point I'll add a section for Leather should I have the room. [b]Implements[/b] [sblock] [b]Staffs[/b] [sblock] [LIST] [*][b][COLOR=#00ccff]Accurate Staff (Accurate):[/COLOR][/b] One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren. [*][b]Guardian Staff (Energized Force, Shielding):[/b] Force damage is nowhere close to a common type for you, though the Shielding benefit may perk an eyebrow or two. [*][COLOR=#0000ff][b]Mindwarp Staff (Distant, Energized Psychic):[/b][/COLOR] Psychic, however, is a bit more common, as its something often found with Wild Magic spells. You normally won't have a problem with Range on your powers, but if you act from way in the back, that extra two squares could come in handy. [*][COLOR=#00ccff][b]Quickbeam Staff (Energized Thunder, Forceful):[/b][/COLOR] Storm Sorcerers and Air Elementalists ([i]especially[/i] Air Elementalists) may find this at the level of Accurate, or even higher - the former with the help of the Mark of Storm Dragonmark feat. [/LIST] [COLOR=#0000ff][b]Defensive Staff (2+):[/b][/COLOR] A decent critical-hit bonus for the level, and a very cheap boost to your NADs. Works quite nicely as an offhand implement. [b]Staff of Expansion (2+)[/b][b]:[/b] Yes, the critical hit rather sucks, but to be able to bend around your bursts and blasts to fit someone else once a day does wonders for your targeting abilities. Keep in mind that higher versions of this slowly add more squares. [COLOR=#ff9900][b]Staff of Ruin (3+):[/b][/COLOR] One of the most famous Staffs in the game, with an amazingly simple yet effective benefit. To be quite honest, unless you have some other strategy in mind, Staff-wielders should probably stick to this for their entire career. [COLOR=#0000ff][b]Staff of the War Mage (3+):[/b][/COLOR] In essence, an improvement over the Staff of Expansion. There are corner cases for only wanting to add one square and not a full expansion of the AOE, but this will normally be your port of call for those that pride on their AOEs. [COLOR=#0000ff]Thunderwave Staff (8+):[/COLOR] Your pushing AOEs just became an insane source of damage for you. [b]Blastwarp Staff (10+):[/b] Now that's a rather cool little benefit - for you Skirmishers out there, hitting at least 3 targets with a Close burst or Close blast grants you Combat Advantage against everything on your next turn. On top of that, once per day as a free action, you can transform a Close blast X into a Close burst X-2, making some of those Blast 5s downright deadly by adding a ton of coverage. Worth considering before the advantage of Staff of Ruin takes its hold. [b]Staff of Gathering (10+):[/b] An absolutely silly set of bonuses in response to damage types that are actually a bit more common than you'd think. Especially for campaigns focused around undead, you might be interested in this. [COLOR=#00ccff][b]Queen's Staff (15+):[/b][/COLOR] Fuels one of the best set benefits a Storm Sorcerer could ever ask for, while also granting him an extremely cool benefit. Wild Sorcerers may or may not care about the secondary benefit on a critical hit - you've got better Staffs, anyway. [COLOR=#00ccff][b]Destiny Staff (25+):[/b][/COLOR] A simple way to heal yourself up, and a 1/day Standard Action when you kill someone? Sure![/sblock] [b]Daggers[/b] [sblock] [LIST] [*][COLOR=#00ccff][b]Accurate Dagger (Accurate):[/b][/COLOR] One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren. [*][b][COLOR=#00ccff]Incendiary Dagger (Energized Fire, Unerring):[/COLOR] [/b]The two AOE At-Wills that PHB2 Sorcerers can get both have the Fire keyword and target Reflex. Unsurprisingly, this trait is shared across a lot of powers the Sorcerer has in stock, making this a prime choice. [*][COLOR=#00ccff][b]Lancing Dagger (Empowered Crit, Energized Lightning):[/b][/COLOR] Storm Sorcerers can have a boatload of fun with this, jacking up their DPR to absurd levels especially with Lightning Fury and the Gifts for the Queen setpieces. [*][COLOR=#0000ff][b]Resonating Dagger (Energized Thunder, Forceful):[/b][/COLOR] Storm Sorcerers and Air Elementalists could also find this an attractive offer as well, though if you're after DPR and not extra control, you've got better options. [/LIST] [COLOR=#00ccff][b]Goblin Totem Dagger (2+):[/b][/COLOR] Halflings and Gnomes should highly consider this - it's what you'd get on a Staff of Ruin, except on a Dagger, running off a common condition, and for cheap. [COLOR=#ff9900][b]Pixies[/b][/COLOR] should consider nothing else. [b]Vicious Dagger (2+):[/b] Sometimes, all you want is to be able to shake your DM awake. A d12 critical bonus die will do that just fine. [COLOR=#0000ff][b]Frost Dagger (3+):[/b][/COLOR] One of the cheapest elemental weapons in the game, but just as useful. All of your attacks now deal Cold damage, which has its fair share of support (though not as much as, say, Fire/Lightning/Thunder). [b]Hidden Dagger (3+):[/b] Basically Quick Draw if you crammed it into a weapon. Handy bonus to initiatives, and Free-Action At-Will drawing and sheathing make it great for RP and for the occasional surprise combat round. Worth a gander. [COLOR=#00ccff][b]Rhythm Dagger (3+):[/b][/COLOR] While I wouldn't quite recommend you use this to attack, the property it holds is one of the most celebrated in the entire game. You may or may not have a difficult time with AC, but Dragon and Cosmic Sorcerers want anything they can get that buffs their Reflex. [b]Vanguard Dagger (3+):[/b] Used pretty much purely in conjunction with [i]Ensorcelled Blade.[/i] Gives it some major legs in terms of damage, and 1/day when you do charge, you drop an insane Leader benefit on pretty much everyone around you that uses your primary ability score for the damage bonus. [b]Weapon of Defense (4+):[/b] A cool supplement to the Shield bonus you'd get from a Rhythm Dagger - don't underestimate being able to shave off even small amounts of damage that you take. [COLOR=#00ccff][b]Lightning Dagger (5+):[/b][/COLOR] [i]Lightning Furies[/i] turn all of their powers they may have neglected into forces of destruction. Make this a Lancing Dagger for even more funsies. [COLOR=#0000ff][b]Jagged Dagger (12+):[/b][/COLOR] An unnatural crit range this early is worth investigating, though do take notice of the [i]Melegaunt's Darkblade[/i] enchantment - same property, but diced crits instead of ongoing damage. It's from a Dungeon magazine, though, so have fun convincing your DM you can find one. [b][COLOR=#00ccff]Bloodiron Dagger (13+):[/COLOR] [/b]Speaking of critical hit dice... do it twice! [COLOR=#00ccff][b]Radiant Dagger (15+):[/b][/COLOR] While radiant damage isn't the cream of the crop for you, this is still a great little tool to bring along on those darker adventures. Keep in mind also - all that's required is that the power you used dealt radiant damage. The power does not have to be active in order for this to happen. There are three Epic Destinies ([i]Avangion[/i], [i]Radiant One[/i], and [i]Sublime Flame [/i](for Fire powers)) that will help you add damage with this Dagger's property without needing to turn on its power to do so; in effect, letting you keep your original keywords. [/sblock] [b]Rods[/b] [sblock] [LIST] [*][COLOR=#00ccff][b]Accurate Rod (Accurate):[/b][/COLOR] One of your best choices as a Striker. Accuracy usually tends to trump straight damage bonuses when it comes to what finally contributes to your DPR, and this will help you rub elbows with your weapon-using brethren. [*][COLOR=#00ccff][b]Ashen Rod (Energized Fire, Unerring):[/b][/COLOR] Similar to the Incendiary Dagger above. [*][b]Deathbone Rod (Energized Necrotic, Undeniable):[/b] You may have a few spells that target Will, but you barely have any that deal Necrotic damage - and not a single one targets Will. You're not a Warlock; don't pretend to be one. [*][COLOR=#800080][b]Defiant Rod (Energized Radiant, Shielding):[/b][/COLOR] You're already getting a Shield bonus from Rod Expertise, and like the Deathbone Rod above, you do lack a lot of Radiant spells. [/LIST] [COLOR=#0000ff][b]Rod of Deadly Casting (2+):[/b][/COLOR] A very nice crit die for a cheap implement, with a benefit that may help it eclipse many of its d12 cousins. [COLOR=#ff9900][b]Rod of the Dragonborn (4+):[/b][/COLOR] The main call-to-arms for most Rod wielders. Especially since you can now gain Rod proficiency with a theme, instead of requiring feat investment, this is a much more robust choice. So what does this do? Simple: pick a damage type you can deal with your Dragonbreath (RAW says you must pick one, even if you're able to deal multiple types of damage). Now all of your powers that you use through that Rod deals that type of damage instead of any of its other choices. This is [i]exactly[/i] what Dragonborn and Revenants want in regards to elemental-based setups, and if you can get an item bonus to damage rolls elsewhere, I can recommend no other substitute. [COLOR=#0000ff][b]Torch of Misery (10+):[/b][/COLOR] Keep in mind it wants you to use a Fire or Radiant power, not necessarily deal Fire or Radiant damage at the outset. An excellent benefit for a large-scale Striker like yourself. It's also an Everburning Torch! [b]Arkhosian Scepter (12+):[/b] If you care more about machinegunning with your Dragonbreath than using it as a catalyst for the rest of your powers, this is an absolutely insane boost to attack and damage rolls on one of the best racial powers in the entire game; you may need to make Dragonbreath an Arcane attack power, though, before looking this up.[/sblock][/sblock] [b]Armor[/b] [sblock][b][COLOR=#0000ff]Agile[/COLOR] [COLOR=#008000]/[/COLOR] [COLOR=#0000ff]Indomitable[/COLOR] [COLOR=#008000]/[/COLOR] Vigorous [COLOR=#008000]Resolve Vestments (2+):[/COLOR][/b] In order, these armors give you a +2 item bonus to Reflex, Fortitude, or Will when you're bloodied. Skirmishers will adore these, and it's going to probably be a choice between the Agile and Indomitable enchantments depending on how you want to stack your defenses. [b][COLOR=#0000ff]Robe of Eyes (2+): [/COLOR][/b]Such a small price to pay for complete immunity to blinds. The biggest use of this is, of course, for [COLOR=#ff9900][b][i]Demonskin Adepts[/i][/b][/COLOR], which nullifies the penalty on their end attached to their 16th Level feature. [COLOR=#00ccff][b]Armor of Sudden Recovery (3+):[/b][/COLOR] Take serious consideration into saving a set for those long, dark, rainy days - there are some enemies that have insanely high ongoing damage amounts, and to turn that into Regeneration will trivialize encounters. [COLOR=#0000ff][b]Runic Armor (3+):[/b][/COLOR] If you're a Dwarf, or can find some other way to get a minor-action Second Wind, this is a beautiful way to add even more damage to your repetroire. Battle Harness (4+): You're not exactly prone to sling around multiple implements and tools, but the initiative bonus will come into play more often than not. Parchment Armor (4+): Turns out paper ain't bad at protecting you. Nor is it bad at handing you great bonuses, though I'd wait until you get a +2 or +3 version. [b]Shimmering Armor (4+):[/b] Most Dagger wielders are going to be Skirmishers, and Staff Expertise already takes care of the enemy OA problem in regards to using Ranged and Area powers. Still, though, there's a reason this enchantment exists. If you need it, grab it. [COLOR=#0000ff]Shimmering Armor (4+):[/COLOR] Don't like Staffs, but would rather not have to do the Charleston to make sure you're not pounded on with your Ranged and Area bursts? Never fear - here's your solution right here. [b]Irrefutable Armor (7+):[/b] Wild Sorcerers might jump on this one - it's a substantial reroll to some of your favorite attacks, and for a rather cheap price. [COLOR=#00ccff][b]Greater Armo[/b][/COLOR][b][COLOR=#ff9900]r of Eyes (14+):[/COLOR][COLOR=#00ccff][/COLOR][/b][COLOR=#00ccff][/COLOR] Provided you can actually acquire this, as it is a Rare item and quite expensive, throw on Darkvision to the list of goodies you get from the regular Robe. [b]Mooncloth Robes (17+):[/b] A pretty decent benefit all on its own for Cosmic Sorcerers. The set this armor belongs to could also entice you somewhat, especially with its four-piece benefit that ties in quite well with the [i]Staff of the Far Wanderer[/i]. [COLOR=#0000ff][b]Robe of the Archfiend (25+):[/b][/COLOR] An [i]incredibly[/i][i] [/i]strong Daily you can whip out in response to an attack hitting you really makes this worthwhile, even with it lacking a property. The fact that it's a Sustain Minor only makes it sweeter.[/sblock] [b]Neck Items[/b] [sblock][COLOR=#0000ff]Sustaining Cloak (2+):[/COLOR] [i]Blackfire Serpent[/i] becomes a No Action attack once per encounter. Hilarious. Oh, I guess it works well on your other sustaining powers too, but man... [COLOR=#00ccff][b]Cloak of Distortion (4+):[/b][/COLOR] The premier neck item for those that work in the back row, as this will make you much less of a worthy target by other Artillery. [b]Cloak of the Walking Wounded (4+):[/b] You're not going to have the Healing Surges to spare like your Con'lock cousins, but when you have to make the most of this, you won't regret it. [COLOR=#0000ff][b]Lucky Charm (4+):[/b][/COLOR] For one roll a day, you share a little bit of the Deva's goodness. [COLOR=#00ccff][b]Amulet of Life (5+):[/b][/COLOR] The CotWW, except you don't need to be bloodied, nor do you need to use it with your Second Wind. Glorious. [b]Elven Cloak (7+):[/b] A serviceable boost for those that favor Dexterity-based builds, as it's a cheap way to bump up your Stealth score, but that really does depend if you care about Stealth or not. [COLOR=#0000ff][b]Elemental Ward Cloak (9+):[/b][/COLOR] A rather funky little bonus to defenses against elemental attacks (specifically acid, fire, cold, thunder, and lightning), and honestly, a solid set benefit if you build onto the [i]Xenda-Dran's Array[/i] set, even with its focus on Assassins. [b]Deep-Pocket Cloak (12+):[/b] A Bag of Holding you can sling across your back, with a cool little benefit that apes Quick Draw. [COLOR=#00ccff][b]Torc of Power Preservation (15+):[/b][/COLOR] I've always been very fond of this particular neck item, even considering its expense. Once per day you can roll a d20 when you use an Encounter power of the Torc's level or lower, with a bonus equal to the Torc's enchantment bonus, and on a 10 or higher the power comes back, good as new. And it's not wasted if the roll fails! While your Encounters aren't quite as strong as a lot of your Dailies, they still pack a massive whallop compared to your default At-Wills.[/sblock] [b]Arms Slot Items[/b] [sblock][COLOR=#00ccff][b]Bracers of th[/b][/COLOR][b][COLOR=#0000ff]e Perfect Shot[/COLOR][COLOR=#00ccff][/COLOR][/b][COLOR=#00ccff][/COLOR] (3 / 13 / 23): Elementalists will have a field day over this one, as they possess the strongest Ranged Basic Attack in the entire game. Sorcerers may not care as much, but they still have [i]Dragonfrost[/i] and [i]Acid Orb[/i] to swing around if they choose. [COLOR=#00ccff][b]Phylactery of Action[/b][/COLOR] (3 / 13 / 23): These kinds of benefits just don't manifest themselves a lot on Arms items, and being able to do it up to Stunned even at level 3 makes it a very cheap second-chance item that's worth investigating. [COLOR=#00ccff][b]Bracelet of the Radiant Storm[/b][/COLOR] (13): So yea. You Storm Sorcerers may kind of want this. It's a shame that the Lightning Resist goes completely to waste, but it's an item that feeds a wonderful set bonus that goes in a slot that, honestly, has no real competition. Yank this up and enjoy it.[/sblock] [b]Feet Slot Items[/b] [sblock][COLOR=#00ccff][b]Acrobat Boots[/b][/COLOR] (2): One of the simplest items in the game, and yet one of my all-time favorites. Incredibly cheap, incredibly handy, and just all-around amazing for just about everyone. [b][COLOR=#0000ff]Boots of Free Movement[/COLOR] [/b](6): Since a lot of Sorcerers are probably going to trend towards the Skirmisher path, considering the utter strength of the Dragon Soul discipline, having a panacea against movement-disabling effects in both the property and the Encounter power is something very much considering. [b]Boots of Striding[/b] (9): While it's up to you whether you prize adding a bonus to speed (Artillery won't care too much), you could still do worse. [COLOR=#0000ff][b]Boots of Dancing[/b][/COLOR] (11): On top of a Reflex bonus, go ahead and negate CA if ever you're dazed. That sounds like a fair enough deal. [COLOR=#0000ff][b]Butterfly Sandals[/b][/COLOR] (12): The two flying races in the game (Kapak Draconians and Pixies) both make incredibly good Sorcerers. So then I ask you: would you like a +2 bonus to speed this early in your career? Yes? Then here you go! Common, too, so you should have no problem picking this up. [COLOR=#0000ff][b]Dragonborn Greaves[/b][/COLOR] (12): And now the other disciplines can have a fragment of the Dragon Soul's reactionary defensive feature, with a couple other neat bonuses. And Dragon Sorcerers can just laugh at their now +3 to AC while bloodied. [COLOR=#00ccff][b]Spark Slippers[/b][/COLOR] (16): This used to be the stuff of legend, back when there was no action tied to the lightning damage. Now that it's an immediate reaction, it only serves as a (still good) shadow of the [i]Lightning Fury[/i] aura damage feature, and, for good measure, is a stepping stone towards a fantastic set bonus for our Storm Soul and Cosmic Soul friends. [COLOR=#00ccff][b]Zephyr Boots[/b][/COLOR] (24): If you're not one of the lucky few with racial fly speeds... yeah, here you go. Dart around the board as you please. [COLOR=#ff9900][b]Sandals of Avandra[/b][/COLOR] (25): You are (most likely) a Skirmisher. You have no command on your Minor Actions save for power sustains. An At-Will Minor Action shift - of which equals half your speed - is something I could not fathom living without, if flight is inconsequential in your campaign. (And as icing, have +2 to speed!) [COLOR=#ff9900][b]Boots of Teleportation[/b] [/COLOR](28): Your speed is now your Teleport Speed. Did I stutter?[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
Top