D&D 3E/3.5 [3.5] Must have monk items?

MarauderX said:
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Otherwise, spend the cash on a better ring of protection or something else that will upgrade your AC. Granted it's not as fun but you will live longer.

Only get a better ring after you've maxed out WIS. Wisdom adds to AC and a few other things as well.

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Lotta good ideas, but my main suggestion would be to ditch the bracers of flaming fists for bracers of armor. AC is king, as long as you are alive you can always dish out more hurt and pain. Also allows clerics or other healers in your group to do things other than heal you, often also enhancing your combat ability.
 

Actually, AC is not necessarily king. What kind of base stats do you have and what kind of foes do you typically face? If you have a 14 dex and wisdom and typically face dire bears, huge earth elementals and raging barbarians, AC isn't king...it's useless unless you can get it above 30 without compromising your offensive capability. OTOH, if you can get an AC that makes your opponents miss on a regular basis, then AC is useful. (Although it's still not king--if your foes just bypass the guy they can't hit to smear the wizard and the cleric, your number will come up eventually unless you can kill them before they get your allies).

Otterscrubber said:
Lotta good ideas, but my main suggestion would be to ditch the bracers of flaming fists for bracers of armor. AC is king, as long as you are alive you can always dish out more hurt and pain. Also allows clerics or other healers in your group to do things other than heal you, often also enhancing your combat ability.
 

I am going to guess your stats probably looking something like Str 14, Dex 18, Con 12, Wis 18 with monk 9/ftr 1. Given the gear you have listed that would put you at AC 20.

Assuming your going to take monk again next level that will bring it upto 21. Now, lets look at what can help that.

Choices
1) Periapt of wisdom +4, Gloves of dexterity +2 Cost: 20k -- Raises AC to 23/24, reflex save by 1, will by 2.

2) Amulet of mighty fists +1, Gloves of dexterity +4 Cost: 22k -- Raises AC to 22/23 damage by 1

3) Amulet of natural armor +3 Cost: 18k -- Raises AC to 23/24

4) Sell ring of protection and brooch-- Buy Ring of protection +3 and Periapt of wisdom +2 Final Cost: 18.5k -- Raises AC to 23/24, will save by 1

5) Sell ring of protection and brooch, and cloak -- Buy Ring of protection +2, Periapt of Wisdom +2, Gloves of dexterity +2, Cloak of resistance +2 Final cost: 19k --- Raises AC to 23/24 Will save by +2, Fort +1, Reflex +2


I would actually suggest number 5 as your gamemaster will probably not worry too much about the item increase as it doesn't appear that any of the items are overpowered in and of themselves. They appear to be nothing more then increases in items he has already given. Also, in the end it will probably help you for passing items onto other players later if need be. But like I said that is just my opinion.
 

Otterscrubber said:
Lotta good ideas, but my main suggestion would be to ditch the bracers of flaming fists for bracers of armor. AC is king, as long as you are alive you can always dish out more hurt and pain. Also allows clerics or other healers in your group to do things other than heal you, often also enhancing your combat ability.
Otterscrubber, bracers of armor are usually a lousy deal. Most adventurers choose when to get into fights most of the time: they adventure for an hour or two each day and then retreat to a relatively safe spot.

If this is how your group works, you're far better off getting a wand of mage armor: it's equivalent for 50 hours to bracers of armor +4, and costs less than 5% as much. Or just have the party wizard cast a mage armor on you once/day.

Daniel
 

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